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COVER.._AR.t:

Zolran Boros and Gabor Szikszai

A I\C H ~ty PES:

Zohan Boros lind Gabor Szikszai

lntERjold LLvstR8tion~: aryad, abine ""'Ciss. Zolran Boros and Gabor zikszai

mAP OF AHntuRju.:

Ina Kramer

COV[ R.._LAYO'J't A no G R/l.PH tc Co rrcs erto n:

Ra.1 r Berszuck

tR,fl n SLAtton:

Dr. Rainer agel and Alexandra Velten

PR.QOfR.EADi no:

Florian Don-E chauen, Britta Hcrz, Thoma Romer

EDitoRiAL tAn:

Brina Hcrz Ina Kramer, Thomas Romer

EnGLi H-Ll-lnGIJI.IGE RJDits

DEVELopmEnt:

Timothy Brown

EDitinG:

Anne K Brown

k-\Do!ti nAl Eorrtnc:

Nltchcllc Lyon

tYPE c+ttnc AnD PR.,oDvctlon:

Kathy Connors and V! illiam W Connors

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BASic RyLES

AgtHORS: FLoRiAn DOn-SCH'AV En. BRttfJ;l HElRl.. R.&!u HLA.wAtSCH, AnD felOrnAS RQmER.

ADDjtionAL tExt: rnomo EvE.RS AnD Srsrsn l(vPPERS

tHE QutKoRS wiSH" to tHAnK. ttU FQLLOwinG PEOPLE FOR...PR...,OOfP,J:ADinG. CRitlo..yE. AnD mAnY woRtHWH.iLE SVGGE tion :

I BIJ['lJJ1Ei fER.. AnDRI'AS DOPH1" AnDRJ:AS "Aco" EnSCK, BmjA.mrn En..ITst, CHRiS GR.ossr, BrRJ1D riCOBjt~, StEf4n K.._6niG • m iCHAELA K..R._OVPA, StEFAn mAnn, FR,BITK..ill ij u.sn, tORStw rIELHUBI:L, Bsn iamtn SCALA, PHiL.iPP S£EGER.. PEtER." ULC. fIll2IR.C Si!QDR"VCH, miCHAEL WvttRE

A WELL AS OtHER.,PARj'ici PAnt OF tHE" omasr RyLES PR,pjH::t" AnD. OF COVRSE, tHE WHOLE tDE-tEAm,

'::"AnPR__O WOVLD ALSO LiU to tldAnR. tHE roruowinc PEOPLE l'OR..PR.OOFR,l:ADmO AnD i.ssr-mtnurr cxscxirrc: i(RjstiAn I(_£R.!;lER. Bn,vno Laconrra, StEPJ':!.AnrE von RlBBECl\. GVDR...Vrr WAGnER.

AnDMAS WiELHlBER.G. lum PHiLipp WittmAnn

, ,

t -: - -:_- ~ _'," - _ - '_', --.-:~-,

FAntASY PR._ODuctions

tABLE OF Corrrrrrrs

Introduction to Role-Playing 5

What Is a Role-Playing Game? . 6

An Example of Play 7

What is Avenruria? 1 0

A Brief Survey of the Game Rules 13

Game S[1I.tiStiC5 14

Attributes and Anribute Tests 15

Social Standing and Status in Society 17

Talents 17

The Com bar System )8

Vitality Points, t\wal Points, and Endurance

TIme and Space

A Hero Is Born 21

Cbaraacr"'G ... c-n-e-ra-u,...· o-n------------ 22

Races and Cultures 23

Professions 23

Step-By-Step Hero Creation

36

--------

Races, Cultures, Professions 37

Races 38

M.iddcnrealmill.l15 38

Tularnides 38

Thorwalians 39

Elves (Fe)') 40

Dwarfs (Angroshiml 41

Cultures 41

~ I 44 4S 46 46 47 49 50

Professi ons. . . . . . . . . . . . . . . . . . . . . • . . . • . . . . . . . . . . . . . . .. 51

Bueglar S1

Explorer Hunter Magiei~n Mercenary Messenger Mountebank

Garetia

Horasian Empire Fcundand

Tho rwa I Mhanadistan Tbe Novadis

The Lea-Elf People The Anvil Dwarfs

Physician Pirarc

Rogue

Scour

\I{arriot Legend Singer Ranger

Advantages and Disadvantages, Characteristics ._58

Advantages and Disadvantages 59

Advaatagcs 59

~~~roF ~

20 Questions for Yom Hero 66

A Word from the Wise: On

Choosing Heroes

The Talent System 69

The Talents 73

19 20

Combat Rules _.......--=-_....,....-; 90

In the Beginning: Determining Combat Values Combat

Avenrurian Armor .•....................................

Avenrurian Shields Unarmed Combar Ranged Combat Avenrurian Ranged WCHpons Readying a Ranged Weapon Avcnrurian Melee 'Weapons

Other Rules ' .

Time and Space Encumbrance and Carrying Capacity Things That tlHght Hurt You Other Than Combat Regeneration Adventure Points and Experience

91 95 100 t03 106 108 [09 110 III US 118 110

121 123 114

Magic in Aventuria 130

Astral Energy ------------- 131

Spell Prowess 131

OfW~lld Enchanrmerus and Elfsongs 133

Experience [or Spellcasters 134

The Basic Avenruriau Grimoirc 135

Aven turia 14 L

The Continent of Avennlria 142

Emperors, Armies, and Dernons->-

The His[Ory of Avenrurian Civilization 146

The Gods of Avenruria 149

Creatures and Monsters 150

Poisons, Diseases, and Herbs 157

Equipment 160

Highlord Tips ' 163

Player Tips 166

51 52 52 53 54 5~ 5S 55 56 56 57 ;7 57

Archetypes -:---:::-:--:-- 167

Garetian Warrior 167

Horasian Burglar 169

Garetian Explorer 1.70

Thorwalian Pirate 171

Tularnidyan Mountebank 172

Lea EI f Ranger 173

Dwarf Mercenary 174

Tularnidyan Magicienne 175

Index 177

--------------

f . 182

Map o· Aventuria _

Character Record Sheet 183

67

4

Irrrnoovcrton to RgLE-PLAYirrG

" ... you will

be sorry for challenging an Anvil dwarf to a drinking

contest! '

In a typical Auenturia» tavern on the fringe! of I he Imperial Forest ....

The air is thick witil the smells of dwarfen ale, heart» stew, fresh herbs, and warm, fresh-baked bread. The lowceilinged taproom is full of customers crowding the plain wooden benches and tables. Traders and peasants mingle with travelers on brief SlOpS from their journeys. E(1I:1I a BeiLunk Ride}; a member of Aoentuna's [astest courier service, has chosen this inn for a brief rest. Two women in coloiful, loosefitting garments sit in [roue of a crackling hearth fire. 111(:Y beat drums in a steady rhythm; coupled with the jangling

of the bells tied to their tappingfw, the music they make rattles the glass panes of th« building, adding to the noise and ncrrimau,

A young waiter, his curly red hair bobbing like a buoy on the sea, pushes his way th)'ougll

the crowd, uying to deliver his tmy of wooden mugs and bowls to the waiting customers.

"Ho there, youngfellowl" a rlllging voice calLs from one of the

. tables. "You think I'll be "ailing

m ale any time soon? Or do you

want me to die of thirst in here? In Suefnir's name, can't you ali just let chis laddie pass, for Frenja Ragnarsdottir wants eo pay her gambling debts!"

The boy finally reaches her table and Frenja

rdieves him of his entire tray, quickly placing a mug in front oj each of her companions and spilling some beer across the table.

"Here's to you, my neu found dn'lIking mates! Let's sec whose face will hit the table find" she cries. " nd here's to the ods, who haue brought us her« logtrlle" tonightl LeI us pray that they won't send UJ back out again "1110 the cold any lime soon, as ij the fate of the poor Beilunk Rider yonder. "

Spotting a big grin, Frenja points at the messenger clad entirely in black, who at this very moment is fasteni71g the bd! holdl:ng his message bag around kis waist. As /Jc dons his traveling cloak, he is obviously dreading the long ride tha: lies ahead of him through the cold night.

Chance has brought together a strange lot of characters lonight in a game of Boltan. First is hot~b/ooded Frenja Ragnarsdottir, a pirau of Thonua], the land to the far north

famous for the seafa ring skills of its people. Fnmja is neuer without her bottle of brandy and her skraja, a double-bladed hand ax. Dozens of amulets dangle from her neck. Her lhick, sandy braids and her muscular, sun-tanned an71S are adorned with coloiful, woven bands. She weal's linen trouse-rs striped in red. and white, high boots crusted in layers of salt, and a rather revealing bodice.

Next to her, Trcwman True/ea/. an explorerfrom Gareth. shifts nervously in his seat and glances around the room. His travelillg robe is of green and gold, the colors of Hesinde, goddess of the sciences. The colors complemen: Ins long, flaxen hail: His eyes turn shyly to the beautiful tooman at

his side: Mi,.hiban saba Said, a magicienn« who finished her academic training only a few months ago, Her bronze skin

and giitun'flg dark eyes reseal her as a Ttl/amide, hailing from AlJenturia's southeast. The n"dtly carved wand at her side, topped with a sparkling crystal sphere, proclaims her profession for all to see. Unfortunately Jar 'Iretoman, she seems far more interested in arcane nmsings than in her companions .

Rondrian Stormrock; rounds out the table, a recent graduate from tile warriors' academy at Gareth.

He proudly wean the blazoned tuntc identifying him as an officer in the Garahlan

Militia, His broadsword and chainmail shirt have oblliously been wel! cared fOl; their shine nearly matching the glitter of his bright blue eyes. His blond hair IS damp with sweat and cut short. in compliance with Garethian knightly fashion.

The last person at the table uses his large leathe« rucksack as IJIS seat, a choice that raises him high enough to see across the table. His thick gray beard is plailtd artistically into small braids, while hi, scalp is clean shaven. Eyes of icy gray, up to now glan'Tlg with ill humor from beneath bushy eyebrOll/s, light up with joy as hIS small but knobby hands firmiy clasp

II is mllg. A ngras. son of Angarosll, IS a dwalf from the Anvil Mountains, a me.rcena,y offering his fighting prowess to anyone able to pay for his services in shining ducats.

"T4-ty well then, " his loti! voice rumbles from behind his beard, "you wil' be sony for challenging an Anoil dwalf £0 a drinking contest, woman!"

5

WHAt is A RoLE-PLAYinG GAIIIE?

Ans w ering this question in one cntence is difficult. Imagine ftying lO explain the concept of motion pictures or television to someone who has never heard ofthese things. Surely you'd be tempted to ay, "Why don't you just try it?"

Of course, 3 dictionary would define relevssron as "a box-like device With a creen that receives electrical signals and change them Into moving Image and ound, or the method of sending image and sound bv electrical signal'," bue this doesn't really describe TV's appeal, does It? Thi definuioo, while technicallv correct, say nothing about the uspense or a police TV show or the amusement of a comedy program.lt"s the same with role-playin . The appeal and exciterneru of the game wi!! make f'iu more sense if you just starr playing and sec what happens.

Still, we 'U do au r best to gi\'c you a brief introduction to roleplaying so that you'll UDder tand the g ner.ll idea.

tH E BASi iDEA

You become the hero of a tory and can decide for yourself exactlywhat yQU

You've experienced it time and again: 'rbu are reading a book or watching a movie, and suddenly the tory's

want [0 do. hero docs something completely stupid.

Of course, yOIl wou Id have clone something different and much better. Have you ever wi hed thal you could enter the story and lend a hand yourself? nfortunarely, you cannot. Regardless of your brilliant idea. the

story follow the path written bj' its author,

BUl irnagine that you're watching a movie with friends and you don't like the way the story is going. You turn otTthe movie

and each of you take on

AlJ these stories rake place in

yom imagination.

the role of a character you were ju t watching, speaking in their style of voice and continuing the story to an exciting conclusion. 'tou've ju t begun role-playing! You become the hero of a story and C<I n decide for you rscl f exactly what to do. By rete-playing, au can have aI! the adventures tbilt you observe passively as a viewer or reader. You can explore ancien! ruins, fight terrible monsters, olve rntricate mysteries, Of experience new places of which you've always dreamed. You don't even need a costume or a weapon; aU these sumcs lake place in your imagmation.

All players need to work to ether for the adventure to reach a successful conclusion.

How do you playa

!idmc with only your imagination: If you want to role-play, you firsr gather some rriend , just as you would to playa board game.

At first glance. role-playing looks similar ro a board game, with 3 group of fricnds siui ng a rou nd the table. The visible J i tTerence is that no game board is used, JUSt an as ortment of rulebooks, papers, pencils, and dice. Additionally, you won't be playing (lgaillst each other, hut wrth each other=-role-pla iug is cooperative gaming. Each player rakes a certain role, and each role has unique strength and abilities. All players need to work together for the adventure to reach a uccessful c nclusion,

tHE Roi.rs

Each player chooses

a part to play, i US[ Ii ke

til OJ movie; the players choose roles as heroe of the SLOr)'. Thus, a player could ponrdy a mi illY warner (even ifhc's

never touched a word in hi entire life), a enlfry rogue (even an honest pwmn can play someone devious), or a wise magician (even though magic doesn't exi t in our world). Each hero's capabiiitie nrc listed on a heel of paper known as the character sheet, Thi page tells you cvcrydJing about your hero: how tall she is, the color of her hair and CY~" whether she is strong, clever, or agile and how good he i.l at riding,

wimming, climbing, and fightin

The players choose roles as heroes of the story. Each

hero s capabilities are listed on a character sheet.

tHE H iGHLORP

One player takes the job of High lord, ~I pecial task. She 15 the only player without a specific single role. lnsread,

she is the d ircctor; cameraman, referee. and actor of all minor part

in the slory. he alone know all the details oflhe entire adventure on which the players <In: about to embark. For In lance. if the adventure is a whodunit, the Highlord already know who ,he criminal is and which clue wi!! enable the heroes \0 find the culprit. Snt also knows where danger lurks. If the players decide to enter a room, the Highlord tells them what the room looks like. If .J hew wants to listen at the door before c[Hering the mum. the Highlord knows what the hero will hear. Should a guardsman drop by and catch the heroes in the ~Cf of listening in, the Higblord will assume rhe role of the uard, pas ibly wishing ro interrogate the intruder or capture them.

Of cou rsc, rh] does om mean that the Highlord is OUL to get the players. While she might be playing the role of the sinister wizard hermit ar one poinr, she might soon play the helpful bystander, providing (he heroe with important hinu an I clues, Thi makes a Highlord's rask demanding as well as vcrsatilo-e-and '0 much fun.

The Highlord is the'game

master. She is director,

cameraman referee, and actor of all minor parts in the story.

6

RyLES

Any adventu re, movie, or book would be bon ng if the heroes were all-powerful and succeeded in everything they attempted.

limbing a lippcry castle wall is difficult. for example. regardles

of the number 0 princesses waiting [0 be rescued (or the number or poor dragon held captive b)' crud princesses .. ).

Some heroes a re better at climbing than oilier; some are more competent fighters or more skilled rider.

Rules serve the function

of better representing the. g.ame world.

To better rcpresc!l\

these differences in ability, the game uses certain rules involving dice. Thus, a bcro who wants to climb a wall needs to roll dice to determine whether he succeed; a bigher degree of kill at climbing will improve hi chances for succes . The players are unlikely [0

get bored since success is never guaranteed. They cannot rel}' en being able to climb a nr wall, vanquish any enemy, decipher an~ old inscription, and so on.

Even when a roll ofrhe dice result in failure. life still goes on. The heroes just need to

find another solution. In this manner, the. will be able to face any

task that comes thei r way and conclude any adventure on which tbey embark. 'rou will

on eo: how individual adventure rum into prolonged srorie

m which you. in the guise of your hero, have the mo t intere ring of adventure . Anything is po ible-the only limit i your Imagination!

And rois leads us to ask: "Wby don't you just lIy it?"

When in doubt about

a hero succeeding at

a difficult action, the Highlord can ask for a test,

An EXAmPLE OF PLAY

So tar. we have told you about the ba ie concept of roleplaying. You now know thar you will take on the role of a hero to go on an adventurous quest with some at your friends, being in the care of the Highlord. Yeah. right. But what does it all mean> How doc thi really work? Wh r exactly doe the Highlord tell you? How do you get your hero to do things? V. hac happen if ever. one warns to {,Ike action at the arne Lime?

1'0 answer all these questions (and more), we present the following sample cenario as it might occur during J role-playing' session. The scene has been wriuen from the point of view of [he players at the beginning of an adventure.

Anne, Lisa, Tom. and Prank have met one: arurday afteruoon to phi}' an advenrure rogcrht'f. AIUlt is the game master. has read the adventure thoroughly, and knows ii rnore or less by heart. The other. have prepared their character sheet, detailing their heroic persona. Thu , Lisa become' Fenia, a car-burglar of no mall kill, while Torn plays the learned magician Bosper cf Greecingdale and Prank assumes the role of the nor-too-bright mercenary, Ugo.

Anne acts as Higl1lord, while Lisa, Tom, and Frank arc me playm. Fenia Bosper, and Ugo arc rhe heroe«.

Fir c Anne eLS up the character at [he beginning of'rhc adventure and describe their siruarion. She tell the players, '~tcr a long day's journey, you have tinally reached the cnd ofroday's leg: the city of Honey Ion. The guards 3t (he glue have allowed

you to enter the city with no marc rhsn a disinterested glan e, anti you have di covered rhe Red nicorn Inn. A table boy Ius taken charge of your horses, promisin to groom them most diligently (for a small fee, that is).

"Thu at ease, you have entered the tavern and are now sitting at a rough wooden table in the common room, partaking of hot stew. The rapr om is bu cling. Many visitor have arrived ronigh: and the room is loud with many conversation. t the table n xt to yours, you see a few blond giants sporting wild tattoos and speaking in a foreign dialect. Close by at the next table, some drovers are engaged in a game of dice. A pale-looking bard is hard-pres ed [0 make him elf hea rd above the din, strolling sound the tapr m as he pia s his lute. You are unable [0 make out a single word of hi song."

Anne then turns to Lisa and quizzes her. "Fenia has been gifted WIth Danger ense, right? Roll B test to sec if you notice something!"

Lisa takes a brief look at her cha racter heer with all the pertinent information about Fenia. She then grabs three dice and rolls, "That was close, bur I made it!" she says, "Good for you." Anne say, "because suddenly you fcc! a [range tingling sensation crawling down your neck, AUfomancall),. you grab for the purse that hang from your belt-e-and you feel a hand hovering nexr to your pur e trings! Whal do you do?"

':A. thief, and an inept one, too! J try to Tab the hand."

"Ro!l a Strength test!" Anne tells her.

Since Fenia might or might not notice the. impending danger, Anne decides to call

for a rest.

7

.\gilin, Lisa rolls the dice, "Nope, rrength IS not one of rnv ~tron,g SUIts. It didn't work," she says, disappointed.

Anne now turns to 10m. ")ou nonce ihar Fenra has dropp d her ~poon and is rurrun around to face a young girl standing Jlrecrly behind her."

Tom knows that Ihi, musr be the person \ ho iu,! tried to ron Fenia, bUI his magician Bospan doe not hare Lhisinformalion. so Tom must role-play Bospan's part as ifll..: doesn't know. "I frown and lake a closer look. What do 1 sec?"

"Well, Fcnia is sirriag rurcedy aero s (rom you, making it hard for ),OU (0 sec the girl. \ou sull might see somerhing, though. ",'hy don't you roll a Perception test)"

Tom n d and rolls. "Mad it!~

"L oking p.1St Fenia's arm, you ~ th,1I fit - girl i, holding -omcthm r in her hand: it' Fcnia' pur c."

"Huh, I'm silting across from her, )'0\.1 ay. This means I won't be able !G gel [0 the girl in. umc to grab her, J could cast ...."

"You art aware rha; casting a spell would

he highly conspicuous right now, aren 'r you; While you don 'r know about [he burghers of Honeyton, you do know rhar in man)' cities, rhe

rulers dislike spell usc in public, B)' the way, Frank, what i. gn tiDing:?"

"Eating," Frank grin5. Of course, he would like to gn involved, \00, bUI si nee Ugo i In 'I roo bright, Fran k believes lhal the mt:rcen;lry won'! pay tno much aueminn 10 his surroundings-c-not ,l~ long J' he hs food in front of him.

"Wbere IS Ugo smmg?" Tom asks. Apparently. he has an idea, "Right between you and Fenia, on the end of'the long t ble."

Anne explain.

Anne's task as 1-1 ighlord j

that of referee: She must

dead' whether the heroes'

action have any chance of

succe .s.

"Excellent!" 10m exclaims. "I >,l~, 'UJ!(), !!"Ib rhe gIrl over there!"

.. go doesn't fuJly un iersrand, but he rcache ... out and gr"bs th girl by the collar. He doesn't even rni a single spoonful of stew;" Frank explains.

Anne cannot be enurcly certain, however, \'fhetker Ugo IS quick enough to capture the thief: "Are you sun: that works?

Let's sec, .. Uge is big. and has long arms, Kindly roll a Wrestlin,K attack. ~

'That's dJP" Frank snns, lor Ugo's Ii,l!;htingablhlies arc excellent all across the board. It comes as no surprise thai hrs [all succeeds,

"While Ugo is ~till spooning Uf Ill, ~lc!~\ With hiS fI,g-ht h.lI1J, he reaches our with hIS lefl and casi] grabs the girl. She is trying to break free, bur isn 't ~trong eMU h. She resorts to biting and scratching. but you've sl:cn much worse rhan this and can continue call Of!."

"What docs this girl look like. anyway?" Lisa chimes in. "Looks like she's about ten years old, with long. diny hair and ,111 unwashed f~ce, weanng a dress ~hc might grow into in a year or two. Her C)'C~ arc wild with panic."

"Ok.1y. What abou: my purse l"

"SII 's • lln:ady dropped it. It' J)'inj! Oil the AOIlr.-

"First, I pi k II up agam. N xt. 1 smile rCA,.~uringly:u the )rirl and shake my finger at her pl.lyfully," To demonsrrau . she miles

at Anne and wav ~ her index finger in her direction. "Hi there. uarlmg. Nice trl', but ma),hc you should lake grea[(::r (Me in piekmg }'!)ur viCtim~.

"Fenia, you .Ire talking lU a tlllCf!" Tom exclaims, trying 10 put nil d mUSI il1l1ign'l1lt dir. "Surdy YOIl don't .... "

"Calm down. Ain:r ,Ill. I try to leave you alone when you' re talking [0 your ilk. righlr" Li a ~ay~ LO Tom with a sly smile. in I: till:' burglar Fenia might very \\ dl be some kind of colleague to the \m,lil {luI.

~ .....

---------------~-----~~----~-~~ --

8

"1 throw you .1 displeased look. but fall SIlent," Tom says. "And I continue C3ting, ~lill holding onto the girl."' Frank imcrject ..

"Er ... Ugo. everyrhing's 6ne. You may let her go now." Lisa

says.

Frank instantly nods. '" let her go."

':And you, den, you look like you're hungry, Come on over here, How about some srew?' LIsa continues in stride.

"Fenia!" Tom admonishes, but Lisa once again only give hun a Iy smile.

"The girl looks lit you, quire shaken,' Anne states. ~OIlCt her gaze fa!!" on your plate of m~w, however; you can hear her stomach rumble despite the noise of the crowd."

"I draw her closer to me lind push [he plate in her duection."

LISa says.

"\Nell, it looks like the girl doesn't know what to do now. he look byl)· from one of you to the other. then back again at [he steaming plate."

Frank rai e his voice dpin. "You just eat, liule onel Purring on a bit of weigh! sure can't hurt you, lOnny 3 you are, Buc if you don't Want it, I'll have it:

"Obviouslj; she doesn't like the tbought of you eating char Slew in lead ofher,' nOI: says. "She sir down and be ins [Q spoon rh stew with a peed that even Ugo would be hard-pressed to match."

"Okay," Lisa :lYs. "l let her finish the stew and order another one for me."

'And for me!" Frank adds.

"Before you even g~[ your next helping, the girl has finished her .. 'he lam !lekmg rhe plate dean until she ha. eaten every last trace ofthe stew."

." IUSl sir [here and watch evcars with a stony face." Tom declare.

'1\nd 1 ju r look at her and onunu smiling. I only address her again after she has finished eating.' a now, [ hope you liked me meal. My name's Fcnia. What's your i"

"She looks ar you, stili somewhat afraid. Finally, he ay in a small voice. "Yanls. '"

"Very well, Yams. The guy next to you is Ugo, the famous warrior, nd over there is Ma tcr Bosper of Grecningdale, <I real mage"

")~mi5Ioo~ at both of them in Jwe," Anne states.

"You've been reaUl' lucky, Y~ni5,~ Lisa continue'. "Had you b en caught by anyone else, the would have given you a solid bearing at least. At worst, you mighr have been taken by .he city guard. Try [0 learn from that!"

"ranis nods eagerly." Anne says.

.. ay,lirtie nc, don't you have any parent to buy you something to eat;" Frank chimes in.

"Suddenly. the girl' eye arc filled with tears. 'They went missing rwo day ago: 5h say. '[ust like that .:.,"

"Missing, you 53)'?" Torn cuts in. 'Y-.s in vanished? Have you told lht' ory gua rd?"

.. f cour c!' Anne r pli in a whining voice, sniffing heavily, playing the parr of Van is. "But they don't believe me!"

"Ab, well, calm yoursc!(" Lisa says in a soothing voice. "Tell us the storj from beginning to end. )hu know, you might call us specialists in findin and returning mis ing parents!"

"We're what?" Ugo exclaims, looking ,I[ Feola and quite perplexed.

" peciali ts in findin and returning rnis ing parents," Tom repeats. having finally realized that thi must be me beginning of 11 thrilling adventure. ~JU"t tell us, )am. I" And thu .Anne begin" to explain. hon while later, the hree h roes are well on their way [0 another exciting adventure.

As you can see, Tom, Lisa, and Frank porlf1l)' their heroes

by (I([lng and . peaking their pan: . Hi hlord Anne describe: the scenery and ituation they arc in, while also playing rhe role ofYanis. She will play many more roles in the course of this adventure: the barmaid, a member of the ciry guard, [he eyewitness who v a the last to see '':lnls's parent, and so 00. Of cour e, Anne knows what happened {O the girl's parents, and how the heroe will filld the clue they need to make their way through the adventure.

Whenever Tom, Li a. or Frank want th ir heroes to do orncrhin and the outcome of the act is in doubt, Anne will call for a test. Depending on bow well (or poorly) her players roll, they may succeed or fail in their action. In that manner, the game unfolds. Let us hope that our three heroes will manage to find the right clues to solve tJ1C n1)'stcry ofche disappearance ofYanis's parents,

If you now wi h to play through such a scene yourself (or wish to run others through It, aCllng as Highlord), you ve made the right choice. for this is the essence of role-playing!

Have fun!

9



WHAt Is AVEntuRiA?

Every role-playing game need a world in which it can be SCt-a world with which the heroes can interact in a multitude

of way. They can talk to the world's inhabitant (to flatter or

to curse them, ro talk about philo ophy or to engage in more physical aspects of life). experience a di versiry of 13 ndscapes (in all their beauty ord nger), srudy the history ofthe world (by exploring old ruins or reading dusty tomes), hear news from furaway countries (to which they might travel afterwards, JUSt to find out that things there really are diffuent from things at horne), or even become famous thcmselve , haping the fa[(" of entire nation by [heir action. Without such II world .. II role-playing game is little more than a loose collection ofunrelated scenes. When worse comes to worse, it might be no more than a never-ending sequence of battles and looting,

The world of this game i called Aventuria, a game world thar serves as the backdrop for fantastic adventures.

The world ofT/It. Dark £}'t role-playing game

is called Avenruria. Aventuria is one of four continents on [he world of Ethra, bur it is also a fully developed gaming envimnrnem on itS own, and thus qualifies as II

complete game world.

This continent has an atmosphere all irs nwn, Me so djffcrt'nt from that found on the other continents that they might a weI!

be located on entirely different plan ers. The other continents are known as Vacsrcnland, Uihuria, and MYT:lnoT. The last is especially fascinating-an ancient dark continenr to the we I of Aventuria (known to Avcnturians as Gyldenland and pre ented a a eparate gaming environment, to be translated from it original German into Englisb at a later rime).

We will examine the continent of Avenruria in more derail on page 140; in this section, however, \ e will take a quick glirnp e behind {he scenes of OUf game world.

fA n rn rtc ~A.Lisrn

Highlords and players should get a sense that Avcnturia FuncuOQS even when they aren't looking. Even when the gods do nor directly intervene in the affairs of (he continent, humans. elves, and dwarfs arc born and die; they till their fields and ply their trade ,w<lge wars and negotiate trade agreements. The

ca ons change and the tides ebb and flow. 'ear the end of

the winters, wild animals arc hungry and more e-ager to attack humans: the children or coastal fishermen seck the shallows at low tide to catch crab, from isolated puddles.

Granted. there arc difference between venturia and

our world. The change rrom one cason to the next is more pronounced. the tide less evert; wild animals are signilicancl)' wilder (and often better organized). A maimer (3 viciou £Ype

of giant crab) may be lurking in till: shallows near the sea, but children might also e.ncoumer a merman h beautiful sea creature)

or find a Gwen-Perryl Stone the ize of a fist (a jewc:l glowing from within, prized by all but especially by the priests of the sea god, Elferd),

Fantastic realism means that even th antasric and the miraculous seem logical within the framework ofthc world

and that the world' fantastic and realistic clements arc closely inrerrwined. Thu , while II single magician will nor have

the power to incinerate a city, an entire circle of suicidal evil magicians or a wrathful imperial dragon might well be able to do so. Said dragon mi hI even be able to fiy, but still needs to tend to wound at times and always requires ufficicnt amounts offood (such as an ox every few d'I)'SJ.

Ba ically, this mean. that the lifestyle we know

on Earth applies [Q Avenruria in most cases. If \: e mention apple or

iron within these pages, we usually mean me fruil or metal known in OUf real, orid, Objects that are dropped fall 10 the ground; a thrown pear follow a ballistic Right p trern; and cold-blooded murder is regarded as the most horrid of crimes in mo t cultures.

11 realism a ide, significant differences are found between Avenroria and the real world. While it migh. generally be

said that the continent's mo I important political entities arc

on the technolcgical level of the late Middle. ge or the early Renai sa nee, we have taken quite a few liberties as compared to European models. These changes result pard)' from the world's inherent fan astic elements and pard)' from the do c proximity of highly diverse cultures.

Still, the technological level mentioned above can be regarded as 3 general baseline: printing and imple optical device have been invented, expedition' to the b rder of the world have been made (with di cussion of the shape of the world trailing

in their wake), armor technology has the advantage on weapons, and recent years have seen a light rise in education and interest in rhe knowledge of old. The most important difference when compared to the early Renaissance is that firearms have not yet been invented.

On the other hand, the equality of genders 11l most pan:

of Aventuria is as important 3. the differences in technology. Here, women arc found in many professzons usual! re ervcd for men, uch as miths or drovers, and (he hold officers' rank and high posicion among the clergy of the 'Iwelvegod . Relative tolera nee for alien cu lrures, alien races, and a lien species a re also much more pronounced [han in our world. (And yet, Tuiamides or elve are still regarded with uspicion and superstition by the average Fouotlandian.) Perhaps most important of all, the firm and provcn knowledge rha: magic and the workings of'the god have alv ays shaped the fit.re and [he hi tory of the Aventurian people. also sets the common Avenrurian apart from the average real-world human.

The lifestyJe we know on

Earth applies to Aventuria in

mo t cases.

10

A mAGicAL WOR_LD

Of course, a fantasy world can support only so much realism, While approximately one OUI of ]50 Avennrrians might actu a Ill' be able !O wield magic, even the simplest pe~sa nrs know thai powerful wizards, sagely witches, and cranky druids exist; that dragons and harpies lu rk in rhe mountains; [hat maoy hu ndreds of years ago a war of wizards laid waste to the land; and that • Praios, God of the Su n and of the Law, dislikes the open use 01 magIc.

On Avearuria, it is

well known that Bying ca 'pelS sea r til ro u gb the air in the 13 nds

of the Tulamidcs. AU dl'eS are able to employ magic, and given the

righr number of ducat>, a rotten 100[h O'f an infected wound docs not have to kill you,

since magical help can be bad tor a price. True, an unbelievable amount of superstition goes hand-in-hand with magical wonders (resembling certain real-world fcars of high tech no I og")' or superseirions regarding the customs found in. fore.ignlandsl,and magic is valued and fearcd in varying degrees across the various regions. Still, no Avenrurian will be surprised if!lC observes a.[I elf or sees a magician casting a spell. Of course, mOSI humans WIll be suitably impressed once they sec a teal wizard at work-but then again, the average real-world human tends to be impressed byrne work of a brain surgeon or stunt pilot.

People in Avcnturia have a general undemanding of users of magic. The guards of Averuurian settlements, for example, knuw rhar they need [{J cast magicians in heavy iron chains

Avenruna is a fantastic world filled with wizards. witches,

druids, unicorns, dragons,

demons, fairies ....

and gag them to prcvent them from casting spells and escaping imprisonment. The proprietor of any lorge inn wil! be able

to poinr the wa.y to the next magicians' academy or temple dedicated (0 Hesinde or Praies, ln addition. many rulers and wealthy merchants employ their own spcllcastcrs to protectthem from magical assassina rion, hea I thei r wou nds, or discover the intentions ofbusi n0:;5$ partners (or .i nsorne cases. to prolong their youth and increase their fortunc~).

Still, performing feats of magic is a strenuous activity for humans, dyes. and dwarfs, atural magi.c,likc that used by magical beasts and creatures. is rare .. Thus, while Averuuria

surd}' is it magical world. it is not d world ruled by magic. Unless d wizard or an cider dragon is present, Avcnturia's rivers can be expected to flow down the mountains into tbe Sea, its sky will be blue instead of green. and COIVS won't fly. And th is leads us hac k to the .. realistic" part offa ntasric realism.

A. WOR._LD OF ADVIllfvRJ

'tou might be able [Q picture lili: as In Aventurian: The land has cities and streets and markets, dukes and guards, priests and wizards, but this doesn't mean that all is peaceful in Aven1UIia, Not by a long shot.

Even in (he rather civillzed Middenrealm, the lands arc made up of to rests avoided by most sensible folk (since these woodlands usually harbor bands ofbrigands or even worse), steep impassable hillsides, or barren heaths devoid of paths or [fa ils. Because of this isolation. ruins of bygone times arc sprinkled throughout these regions, as are caves sheltering tyranrucal dragons. enchanted lakes, and more-all nght in the rmdst of a clviltzed area.

As (ate would have 1[, however, these ruins might contain a legendary magical axe, the very axe needed for slaying the

n

ryraanical dragon. Or water might be needed from the enchanted lakeso it. healing properties may be delivered to the baroncs ' son. who has been porsoned by the dragon's breath. Of course, the ba rene S can not spa re her complement of men -ar-arrns (all ten of them) from their duries of keeping the pence at the fair. requiring heroe to do the job.

Away from the centers of crvilization, a traveler must rck long distances to enjoy a ho bath or a good meal, let alone IIi It a temple or libnuy. Man)' regions are wholly inhospitable (such as the

KMm Desert and the lughcsr regions of the Rashtul ~al!), or its inhabitant arc: ork tribes and eccentric magician of que tionable reputauon. And yel, adventure beckons. An important mC5 age needs (0 be transpozred right across the territory of the ark tribe; the shad)' magician (who. unfortunately, is the only known specialist in chronornancy in this part of the world) must be contacted On behalf of the magicians' guild; or a group oflost explorers must be rescued from somewhere In the Khom Desert, All of the c arc j bs for real heroes. to be su reo

Adventure abounds even in Ihc heart of civilization, obles

or wealthy merchants might engage in highly uncivilized games of intrigue or robbery [Q further their goals: hunger. revolt. or disease might threat n an un U pecting ciry; or thieves and assassins rmght hold a city in their clutchc by turning its hidden realms (SUc11 as roof .. and sewers) against its inhabitants.

It seem' to be a law of nature thar the oRicial authorities arc unders affcd In such moments of cri is, or have been bribed, or are engaged in thcr irnportan; activities. or an: imply inept. Whatever happen, the hcroe will be responsible for uncovering (he intrigue ofthc duke' chaplain. bringing [0 [usticc the magic-using jewelry thie[ or thwarting the spread of disease.

A Ltvt nc WORJ.D

Aventuria never stands sull. QUite the opposite is true:

Avenruria ,Llready has a lively history (see page 146) with an cGuaHy lively furure ycc to come. Heroes have OftCll been instrumental in makmg history: They have prevented the assassination of a prince, organized the defense of an enure city against hordes of orks. and even helped a dwarf druid save an entire dwar tribe. (All this and more took place in adventures previously published in The Dark Eye' original German version, O/IS Sdullart(' Aug.::'.)

Before we end [his chapter, we want to mention the per onal spin on this game,

a evident In the tremcndou ran activity

b erved in Germany.

The "official" Aventuria

Thi is your world, and

having fun is the most important part of playing the

game.

presented in publications is really OJ collect jon or suggestion that arc sufficiendy balanced [0 offer maximum enjoyment through thrilling adventures and bfln!;ing 3 fantastic world to lire. one of these publications, however, arc intended as absolute dogma

or inviolate law. When certain rules or facts in primed products interlere wid) [be story developing around your g'dming table. feci (rec to alter anytbing you and your player see fit-you have our blessings.

..

12

A BRiEF SURYEY OF tHE GAmE RyLES

" ... and I would

be honored to

listen to tales of elven

cities long since vanished. "

At the table of Frenja, Trewman, Mirhibon, Rondrian, and Angrax, the cards are being shuffled for another game of Bolton as a stranger enters the taproom. After taking off his warm cloak, bis e'les fall 011 a posur nailed to a wall near the: bar. ShojiI' ben Rafid is a dark-skinned southerner ~j)ith an ashlaic build, curved eyebrows, and Long hair bound into

a ponytail. He wears wide black breeches witli

golden trimmings and a sfll'mmeri1lg red vest with goldcn embroidery.

Casually leanillg against the wall, he i1ltenJl)' studies the e.rprmiol1 of

a woman reading the parchment

with great interest. Her brown curly hairfalls to her shoulderrJraming

a: freckled face. A rapier hangs /ro111

her side. Lost in thought, she turns her feathered hat around in her hands, then s1wkes fur head as her lips form at! amused

smite.

"Is it intercsting?" Sllaftl' asks, nodding toward the poster:

"J#Ll ... mayb«," she replies, and then adds with a big grill, "YOli can't read, can you? Well, today might be your luckY day. What's in it for me if l read it to you?"

Shaji,. looks deep into her brown eyes. "Mo!1 precious daughter of the sun, your cauntenance shines brighter then the most shimmering diamonds in Sultan Omar's treasure hoard. Oh, what could I, the humblest a/jugglers, offer a beauty Stich

(Jj'lOU? What indeed. bu: my glowing prais« of your beauty

"

With the quickest of motions, he reaches into her hair and suddenly holds « shimmering silkfloUier i11 his hand. " .... And of course, " he continues, "this j!owel; of a silk as fielY as the red of yo til' lips. "

mazed, the woman accepts the fiouer.

"How did you do this?" she giggles. Shafi,. remains silent, sJlntgs his shoulders, and

.;impiy points to tile parchment. 'All nght, you've earned it. It's a pouing made by a duchess from around here, by the name of oheniel Springsdance. She's 100kil1gfor adventurers /0 help her find the lost

elaen city of Simyala. Dne silver per day, food and equipmem provided.

Heard anything about this city before?" "Oh, ever so much, most beloved of toomen, ruhich I would only be too glad to tell yotl. But my feet are aching from the longjoume}' [have made loda)~ and [ thillk 1 might like !lathing better tllan-"

Laughing, lhe woman interrupts. Ill! right, hold the niceties and theatrics! My name's Daria Termeli, and I /vould be honored to share m'l table and Iiste» to tales oj eluen cities long since oanished."

13

WE1'J.POns·

W~I'lI'l'

--------4----+----~~l I <)

'I

REt.IlGED WEAPons

........ . .. tCf(4'nl\
:iii.
••
.~
T.,1tU r.lli';UJ

---I- -e _.U~~-+++t+t.J!IIIIIIII

GAmE StAtistics

So [Hr, we've told you whar a role-playing game is and what a game session might look like, undoubtedly presenting you with words dUIT JfC unfamiliar. You'll loon understand this "fantasy s.lang;' which refers (0 certain peculiarities of the game world:

I, ~i· L.l: In: CH: m 11(, "n· st

places, monsters. personages, or deities. Morc terms refer to game rules and data needed to represent a hero in play. 1 n this chapter, we will try to bring these terms into perspective, but we won't hit you with every definition or leach you all the rules at once. Other chapters rn this book arc devoted to teaching you the rules,

The goal in this secrionis to acquaint you wilh man)' terms and reach you how play proceeds. rr you plan to playa hero, all yOIl need is a piece of pape.r to lOt dOWIl you; hero's statistics (3

cha racter shcel as depicted above in the box wou Id be preferable), a few pieces of scrap paper .. pens or pencils. and one Twenty-sided die and om six-sided die.

tHE DiCE

You will need six-sided (d6s) and twenty-sided dice (d20s) to pl<l~' The Dark Eye, available from your local game store. The latter don't look like the dice you know from other games; their sides

are nu mbered J through 20. You might have heard of other dice. such as the d4, d8, d 10, or d J 1, but we won't need these in ThO' Dark £ y~. \ Vc m igll r speak of a d3j this simply means that you rol! a d6, Call nnng 11 result of! ~2 as a I, J--4 as a 2, and 5-6 as a 3. Play goes more quickly if each player, including me High lord, has three d20s dnd two d6s. Sometimes the type of die i nd icated will have <I number before it (3d6 or 2d20, for example). This simply means you should roll the indicated number of that die type (3 SIX-Sided or 2 rwcnry-srded dice, 111 our example).

Also, the rules will sometimes call for you to do a little basic math, like rolling 2cll0/2 (2 twenty-sided dice With rhe total being divided by 2). When you do this, always round fractions of.5 or higher up and those below .5 down,

14

Ilotrs on tHE CHA.AActER.,SH"EEt

A: These headers defineyour hera's Avenrurian features: Race, Culture, and Professio.D figure most prominently, since [her determine m odifi ers 10 sl)i Its a s. well as Talent selection (slle the de scriptions OIl pages 73--89).

B: The Atrri butts of Courage, C levemess, In tui lion, C ha risma, Duterily,. A\gili ty, Consti runon, an d SUt ngth all: at gn)' hero' s tOre; Tests can be rolled againsuhern on 8 d20 (sec page 16), Sinc<:theseAmibuta;u-e also at the core of the entire: Talent sysll~m,. YOII'1i find [hem represented on beth sides ofthe sheet, Socia! SI~ding,:I measure of a hero's prestige iII soci¢t)'. is bandled much me same \\lay (~e pag'!:

17).

C; This is the firsr block ofderi~ed dnrn-Vita1ity (VI). Endurance (ED), Asttal.Energy (;\\E), and Resishmct 10 MIIg).c (aM). Wc'U teU JOU on page t9 bow to calculate these values, Some or thisdaGi wi1l be repeated in thi: b_0J!. dio;t;rl)' below, since it is import:aA~ lortomhat and will be modified by omer cornbat-related facton (such 015 weapons used or armnr worn).

D: These slacisdcs derive from a hero's experiences: Herees receive Advenlure Polnts ror going aD advcDruf~,a!ld th~e paiols are ~spellt" 10 increase ALiribllt~ or Talent p("\\I~, The entry (or AP BllWt'C tells YOIl how m~ny Adventure Poine; rim, hero hasIa spend, Finan); Level is an over'll! indicator of your hero's total' experience, derived fram adding 31 lAP he hasever received, More about this on page L14, E: Advan18ge.s and DjsadwJltages define th~ hcro from early Oll, [105sib~y .modifymg othu g;lmc data; sec pa.gc 59lbr mo!'C deeails,

F, This second set or deriveddata addresses combat: Base Attack, Base ~rry, Base Ranged Au>!ck.,and Bast Initiative. Tog~.th.cr 'VIm yo\,lr hero's Combat Talent Va!1,l¢$, rhese determine AT. PA, R~lJged Al:t.'~3nd [ninacivt.

G: Sptdal Abilitiu rc:Rect spcdlk knowledge a hem has gaincti. These abilities can be used LO your .:tdv.~nt~ge in certaill ~ilu~noJU (moruy I;omba!), bur you do nat need to roll Tcst:S lIg;;illSt them,

H, 1, J &:K: Here~)'Qu em~r the game statiscicsof your mdec AAd flIl\g~rl weapons, your armor, and your shield, AU th.e nec(ssl!f), informluion is found m the chapter on combat. You simply cop)' th~ informacion for ~11 the weapons your 11 ... .(0 OWIU,

L~ T~king Base Attack,. Base Parry, '1.f!d &s~ R3n.~iI Attack and combining these with you,COmbal Talent Prowess gives you i:hc:indl\lidu~l .AT and PA Values with each typ~ of weapon.

M: This is ltSenw fur all nonccmbar Ialents. 'tilu roll Talent Tests with3d20, using T.,jent Prowess (TI) 10 improve your rolls. The basl[~ of

tills II~C'OP pag!!' 17, and the dctarkd ~Ianarion begins '011 p~.zc 59.

N: Languages and Scripts are neared differl!fltl}' from all the ether Talents!scc pllg:e 83). USUllUy,. Tests are notmade againSt l.:lllguagc Talents, 0; Gins .t~ jv.';t like Mvan!JI~. bee .aoove), exc_epl they-are handled like Talents.

P: Some Av.enruriall~ ((or liD\') onlylhc lea-elven culture and rho.: p'rokssion of lilligidan) are able to CllSt $pcn~, Spells are treated e:x:.u:tly like Talents (see page 130),

Using one of the pseparedchararter sheets in the Archetypes chapter will bethe best way [0 foHo""·· our explanations. Above,

we have reproduced a smaller version of a blank character 5heel, followed by a n item -by-irern description of its entries, In the next chapter, we'll give you detailed instructions 10 create an Avenrurian hero, But first. let's look at me more important terms found on the character sheet.

AttRjBvtES .ADD AtTRiBUtE tEStS

To playa role-playlng game,. a hero must he defined by numerical values. During play, these values can be used lor Tests '.0 determine the outcome of various acticos. The higher a hero's alues, the better his chances ofsucceeding in a Test,

These basic values are called f\uributes. They quantitY a

ere's physical as well as mental capabilities, and form the basis for .I number of other values. They are also used for Talent Tests (see ooge 17).

The eight Attributes

Attribute values for humans and humanoid

creatures usually range from j [0 21, with values of8 through 14 being the

most common. A hero is ,kfined by tight (positive) Attributes: Courage [abbrev.ased GO), Cleverness (CL), Intuition (IN), Charisma (CH), Dex.terity (DE), Agility (AG), Constitution (CN), and Strength (ST). The first lour {CO, eL, I , ami CH) ale called memal fJ./IribIlW: the larrer auT (DE, AG, eN, ST) are caUed physical amibllles.

define a hero's most basic

cha racteristics.

Courage (CO): The ability to act quickly and with determination in critica] situations. lr also sta rids for dari ngand prowess, and for not being afraid of risks and unfam iliar situations, Used passiv.d)l, Courage represent high wil!powcrand mental fortitude. as well as resistance to fear and horror.

Cleverness (eL): This encompasses inrcliigence and logical thinking, the ahility to analyze a sirustion and choose a couesc

of action, and q uick recognition of relations and ccnrexrs, both mundane and magical. High CL also represents accumulated knowledge and memory capacity.

Intuition (IN); This describes the ability (Q make the right decision wi thou [ ponderi ng 100 long, as well as making a quick assessment ofpeople and situaticns when no hard [acts and dam are at band. It also (cprcsems personal cmp<!lhy and the ahility 10 get in rouch with the vibmtions of astral power.

Charisma (CH): This Attribute represents personal magnetism, eloquence and leadersbip, appearHnce, and also the ability [0 use gestures and mimicry. Charisma abo indicates the strength of a creature's magica la ura,

Dexterity (DE): This refers [0 overall manual dexcerirylt ~ITects sleight of hand and hand-eye coordination, especially when used for precise tasks such as writing, painting, or picking locks.

Agility (AG): Basic body coord i nation, quick reactions and reflexes, knowledge of body proportions (such as arm length), takeofF power, and more are defined by Agility, A high Agiliry raung results ill graceful, precise movements.

Coustlnnion (eN): This attribute is almost exclusively used passivelj, h determines physical roughness and forritude, the ability to resist disease and poison, and forms the basis ofVitaliry and Endurance.

IS

err mu-clc power and rhe ability to U5e r 11 ttcngth, Along with on ritution, tro's eneral health.

ur hero me [0 do something and the outcome the HI ·hllJrd can ask for a Test. An Attribute

, b...;.cd on the Attribute most appropriate for

d. F r example, )'OU would be required to -~~ n_ • Toe t when trying to barter clown a door, an To 0 1 acres a narrow beam, or a harisrna pas-u C.1. rubborn customs official to let you pass.

ed die (dlO) is used lor aH Tests, The result you ..... ~n' ..... u,_ po rble modifications) may not be higher ed Annbure.

T J41 want; 10 lift a heavy iron trap door. The .. ~crd~d III advance (bat a Strength Test wilt be B.l rgosh's pifl},n needs to roll 14 Of lower 10

If the hero

su ceeds his Test, he is able 10 perform his chosen action.

If the roU fails. the

e Test: IErne result

ual to the hero's alue, you: ucceed

consequences are up to the Highlord-in most cases, it's easy

to imagine the result, In ur r'\.;mplc~ above, a faiJcd trcngth 'Ie [ mean. the lInnr Joe nUL yield. A hero who sneaks rni erably (fails her Dexternv Te I) will be detected, and a failed hari rna Te t mav result in anything From loud laughter [0 a heavy fine from [he otlicial.

t,

moDi ri ao tE t

The Highlord may increase or decrease the difficulty of a 'lest if the situation warrants it. If the action is especially difficult, you add a number to the die roll: if it i relatively cas)'. -ou ubcracr omerhing. Thu , if the door in the example above were pinned or weighted, a Strength Te r + 3 might be in order. In the case of 3 rotten door, a

trength Te t -4 might be appropriate. In the fir r ca e, the player adds 3 to his die roll but the total still may not exceed the Attribute Value. In the second case, the player may ~I.b!ract 4 from his roll. Adding to the die roll is known as a Difficulty Increase; subtracting from it is called a Difficulty Decrease.

Let's say that Bargosh's trapdoor is secured wit/: II rust)' bar. In this case, the Higlllord calls for a Slrengtil TeJI +4. This means that Bargosh (ST 14) neads to roll 10 or less because lie is adding 4 eo the die roil and the rendt cannot exceed 14.

FumBLE AnD LucKY B~AK.S

No matter how easy a task seem, <I certain risk orncs with any Test. This results in the following rule: A Test alwoys fails if the die roll i a 20 (without applying increases or decreases). Such a crud stroke of fate is called a Fumble. A roil oflO icon idered a failure even when a roll 0(20

should pa the test (in the case of a character with Strenzrhgreater th~1I1 20 or one in which a Difficulty Decrease allows success with a roll greater tha n 20).

epcnding on the iruarion, the Highlord may decide that a Fumbled Test ha marc drastic con equences than

imple failure. For msrance, a Fumbled Agiliry Test for a character trying to keep her balance mi hr re ult in the hero slipping and falling; a Fumbled Cleverness Test might indicate rha the hero draws a wroog conclusion and now believes that the common greering among de crt people is to lap each other faces, hard.

A Iighlord hould u e caution in confronting a her~ with an invariably deadly Situation due to a bad streak at dice-rolling luck. Fumbles should rno t often re ult in a low level of danger Or an unpleasant or crnbarras ing situation.

onvcrsely, a Highlord may rule that an Attribute Test alv ay succeed on a roll f I, regardless fDifficulry Increases. This would qualify as a Lucky Break.

The Highlord is within his rights to reject de pcratc rolls made on the lim h nee that even the most impo ible of tasks might be olvcd by sheer luck. For some action, even a J -in-20 chance isn't deserved.

16

SOCiAL StAIIDinG

AnD Srnrvs in SOCiEty

We have lready mentioned that role-playing docs not occur in a acuum but in ~I "reali tic," approximately medieval world. This means that a per on' origin and religion are important in determining how a person is perceived and treated by others. Equal! important is a per on's rank in society (or ar lea st, the perception of'this rank).

v,,'e u se Social Standing (SO) as a means of quantifying this rank. Social Standing depends

on a hero's station at

birth, his deeds and action during his life, and his en uing reputation. And while improving one's standing i a Jot easier in Avcnturia than it wa in the real Middle ges. most venturians still want to know whether the person the)' are negotiating with is honorable or noble or merely street scum.

Of course, in many situations. ocial Standing

"docsn't figure into play ar all-for example, when fighting man ter or abominations, or when trying to survive in

[he I ildernc _. But at mo t garb ring of human:;, whether trading. fea ting. or praying, who you arc is a important a what you ar .

oeial Status in this game is handled similarly to

rtribute , meaning it has a 1-21 range. Within this range. .i rank (1" 1 describes criminal' or hard-labor slave. while

a rank of 21 probably applies ro only half 11 dozen people aero ~ Aventu ria (Prince Brin, the Horas, the Patriarch of Al'Anfa, the Herald of Light, and perhaps a few others). WI er noble generally rank no lc s than an 8, barons range from to to 12, dukes from II to 15, and 0 on. Burgher' and cr ft men c n fall anywher between 4 and 10 depending on the size of the villag ,the quality nci ype of a crafter's ware ,anJ 0 on. Day laborer such farmhands or road builders general! rank belov 5, and rich merchant lords might oar as bigb as SO 15.

In the framework of the game, Social Standing is an rruhcazor of wh ether <I hero is in vited LO certain social or pO~lUc31 funnLons, or what patrom mighl rake interest

to the heroes-after all, the ruler of a nation is unlikely

[(J t rnplo a gang 0 cutthroats and agrau[ ro rday an rrnportant diplomatic note. In add icion, also reflects a hero renown and [he range of acti ities he rna)' get away with without losing face. Since heightened prestige can

t: ..,., related re pan ihilitie (orne of whi h may preclude :2 ero from a life of adventure). heroes should nor begin -neu careers with SO of greater than L1.

Sccia] Standing: WIIO you

are is a importan as what

ou are.

t ALEIItS

rtribute Tests arc it great way (0 resolve simple tasks but some situations Juring a game wi!! challenge more than om: Attribute. Sometimes, knowledge or experience gai ned over the course uf many years might be more important than a "brute" Anribuce power. Consider a perilous climb. for in rtance. her needs Courage as well as Strength and Agility 10 climb su fully, thus all three

[tributes need ro be te red. The hero's experience 3S a climber is also important. This experience, or the lack of it, should also figure into the appropriate Tc r.

Skills such as clirnhing, riding, healing, and so on are considered Talents. While Talents describe what H hero can tlo, Talent Prowess (TP) measures how experienced he is at doing it. Generally, Talent Prowess falls into a r<lnge from (] to 21 (with certain exceptions allowing -3 through 26 : TP partially depend on the corresponding Attribute . The maximum TP in any T: lent roa be no higher

than the value of the highest of the three corresponding

rrributes plus . for ombar Talent. only trength and gility are taken into account.

ample TP values: An

Consider the foUowmg examples. TP value greater than 15 indicate that the

apprentice will hold a TP of at lea t 6 in hi cho en craft,

person bas become known beyond the boundaries of his count)' or province. while a TP value higher tha n 18 make him a household name even among people outside his craft. Analogies for other Talent areas are easy:

J simple guardsman (or a professional brigand) wields hiS weapon with TP 6, while

an experienced sergeant would have TP 9 and a combat-proven veteran or a highly-trained special, I (including the b dyguards of Aventurian ruler ) would rank TP 12. A Talent Prowess score of 15 or higher might be seen among trainer at warriors' academics or sword ma ters of high repute, whi le I B or higher would be charactcri t:ic of legendary heroes only.

a journeyman will rank a core 0[9, and a master will

rate a score ofU. A person with TP or more than 15 i

widely known as a nigh!ykilled speciali t,

A Talent Te t c mbine a hero's rtribute and his Talent Prowess t determine the outc me of an action.

He irnultaneou Iy prove his physical capability and

make lise of personal experience in the appropriate ficld. Consider our climbing hero. To make the climb, he must pass a total of three Talent Test: a outage Test, an Agility Test, and a rrengeh Test. If the hero ha CJ( perience in climbing (i.e., she has Talent Prowess in Climbing), the

I7

TP Value: can be used to lower any or all of the respective: rolls. Thus. Talent Prowess can serve as a kind of "emergency account" of free Attribute points.

Here's how it works:

The player rolls his fir t Attribute Test and may modify the test by any number of points up to the roral of his TP. The player theu mils hi> second tesi, which may he modified u ing any

rcmaining points. Finally. he rolls the third rest, which also may be modified by any n:rnailling poin . The player cannot spend more Talent Prowess P0InL\ than the total T1' he has listed on hIS character sheet (i.e., the respective Talent), Thu • ifhc u. r s al! TP poiru •• in passing the fir t Test. he has none to spend UI1 the second and third Test. If be need to pil 5 another Climb Tt t later in the advemure, however. the all TP points would once again be at his cli posal,

Wc will dis us Talent Te rs in grea[cf derail beginning on page 69.

Du ria (CO n. A G 13, ST 12; TP: CJ imb 7) bel i~I){:.f tha: till" best epptc» are found on Ihe highesf branches. Since sb« IS determined to pick every apple at the lIer), top Of the tree, III( High/old (;(III.! for 11 Climb Test,

Daria roils /J 14 on her COl/rage TeSl- fWO points 100 milch, but her experience in climbing can compensate for her lack of col/rage so sh« uses lUJO points ofTP (leaving lIeI'll/IIi! 5 points remaining). Her second Hit (Agilily) results ill a 16. To ·uccud ill rh» I('SI. she must .rpeTld 01/ additional J POiIlU, Icovillg lin Wilh Z points for her fintll Test. he rolls a 5 for her Sm:nglh Tesr and sucueds, IcoviTlg 2 points ofTP (0 iparc.

Since Daria succeeded in ,III three Attribsa« Tests, she

ea if)' climbs to th« 10(, of the tree and picks an apple. Dilly to find alit ,lUll (I fill u/orm luu already beaten her to it!

Arrribure Tests u e only

one die, but a Talent Test

is a combination of three Attribute Te ts failure of which can be modified with

points of Talent Prowess,

OtFFi ULTV [nCR£A IS AnD OECR.J;ASES to tALEnT tE ts

A~ with Arrriburc To ts Talent Te ts can he made mute difficulr with a Difficulty Increa e when the action 10 lluc:stion is difficult or outright daring. If tilt: action seems easy, 011 the other harul , a Difficulty Decrease might be in ord'er. These siruarionai modifiers might <I rise if a TeS[ is especially difficult ( uch as climbing Jn the rain), beC3US<.: the hero is distracted or hampered by armor, because the hero docs or does not use appropriate tools, beea u e the hero is ru hed or perhaps h unlimir d time for [he job, and so on.

A Difficulty Increa e subtracts points from Talent Prowess, while a Difficulty

In such cases,

the hero' Talent PrO' ess f<lLing fOT th e corresponding' Talent is modified

Decrease adds points to it. before rhc Tests

take place. This either reduces (for a Difficulty Incr 3$C)

Of increases (for a Diffi ulry Decrease} the nu mb r of Talent Prowess point available [0 the cha racter,

If a hero's TP is a negative number (or ifTP becomes negative due to a Diffi ulry Increase), rhe ne ative

modifier must b applied to each of the three die rolls. Each die roll still may not exceed rhe respective <tribute Value, Thu .• negative TP results in rhree Te ts with automatic Difficu!rv In reas s.

Slwf,r (CO 72, IN J ~, CH 14,. TP: Perst/ode 5) tries to gel (I good bargain 011 a "gt:1luine Gyldelllalld" brooch (wilh which h« hopes to impress Daria) but. doesn't realiz« be 's dealing wilh on experit'1lced COTI artist. The Highlord rates this as 1111 f!xl/'eme/y difficult task and decidu that a Difficully Increase of9 points is appropriate. This means that al! of Shafir's roils are treated as if Iii; TP were -4 (TP 5 minus Difficulty Increase 0/9 equl1lJ -4). Tile Courage Test roll is {In 8--.pluwl Tile IN Test. however. rem/IS in n }O, causing the entire Persuade Test to filii regardleu of the remit of Shafir's roll for lilt' Charisma Test. Since 'he Test jailed, Shajir will have to pay a lot more for the brooch than he had intended.

A detailed introduction (0 rhe Talent sy tern begin. on page 69.

IS

tHE Comarrt Svs rrm

Attack signifies a hero's potential to hit an enemy, while Parry sums up his defen ive potential, Wea pon inflict Hit Points that are partially absorbed by Armor Rating; the remaining Damage Points are

ubtracred from the target's Vitality.

If you think that moun ainsides to climb and locked chests to open might be enough of a challenge for your hero, remember

that every hero encounters enemies on his journeysenemies who hope to prevent the hcroc rom achieving

their goal. These enemies

may be animal

vho don't like the hcroe traversing their fore I (bu who euldn't mind feasting on [heir flesh), monstrosities bent

D wholesale slaughter and destruction. or mercenaries

md guards hired by the heme' archenemy. Of course thi

.... rchenerny is not likely to refrain from further mischief umply at the request of rhc heroes. and such encounter are

"ely to result in combat, Once combat begin. you'll need rules to conduct it-rule that govern a fencing match atop me batrlerncnts of a ruined ca de as well a a Thorwalian

re dina an enraged bear. ornba cannot be resolved with ~Jn lc Test. Instead. it must be broken down into a scrie (If Iesrs, each one representing individual attacks and parries,

Jrle failed Test docs not indicate rota! defeat: il just mean zaat one particular movc wa nor a succcs ful as lit . hero

ould have liked.

At the heart of The Dark Eye's combat system are Attack ·a.Jue and Parry Value (abbreviated AT and PA). which

~ calculated from Base T and Ba ePA as well as Talent rowess (51lCO a TP with sworJs). The result is used for a

:-~t on a d2(), IU t like an Azrribure Test: The attacker roll

~ Te t against his T Value, while the defender roll again r _" PA Value, horrcr yet: the attacker rolls an Auack, che fcnder rolls II Parry. If an attack succeeds and the defender '::'.1h to parry, rhe a tacker bas cored a hi inflicting a certain =urnber of Hit Points (HP). determined by weapon. The lender may subtract his Armor Rating (AR) from [his

....-nount of damage. and [he re ulting points are subtracted ..:...reedy froUl his Vitality (VI) as Damage Points (DP).

Initiative (Jl\J!J

Initiative determines the determine who gets

order oftbe heroes' action 10 act fir t in combat.

A! me beginning of

In combat. each battle, Initiative is

determined by modifying Iasc INI in certain wa 'So Combat is broken down into Combat

. '\OIillds· ina Combat Round, each combatant rna y norma lIy take I) lions (his AT and hi PA). The hero with the highest rNl

value starts combat by making an AT. ro which me chosen defender may react with a PA; after this, play proceed in order of INl, from high [Q low until every nc ha had the chance 10 make an attack. The next Combat Round then begin ,and rhe battle continues through ombaL Round until one side give up, dies, or becomes

i nca pacnated.

Detailed explanations of all terms and procedures used in combat begin on page 90.

Vrrnr.rrv Points, AstRB.L Paints, AIID ErrDUR_B.llcE

In addition to Attributes (the basic. ph)' ical and mental "building blocks"), "[alents (experience in various field

of knowledge lind actions}, and [he

battle-related kills

of Auack a nd Parry, heroe are characterized by two more characteristics. Vitality (VI, measured in Vitality Points, VP) represents 3 hero's physical health; It tells you how close your

he ro is to death. Endurance (ED, measured in Endurance Points, EP) represents a hero's stamina: it tells bow trred h is and how much more strenuous activity he might perform before reaching exhau tion, Vitality and Endurance are function of various Attributes, calculated before play begin (see page 33).

Endurance (or better: onstinnion) is also me basis of a svstern to determme exhau lion during long journeys. It relates to the amount of goods a character can carr and how quick! he can travel. More information bout this optional rule is on. page [20.

A hero whose Vitality falls toO or below is as good <:1.5 dead.

He needs quick medical treatment (see rhe de cription of the Treat Wounds Talent on page 89). A hero who c VP falls to 5 or below is incapacitated; he may not fight., cast spells, O[ usc rnosr Talents. A hero whose Endurance drop to 0 i also iacapacitared and must r st immediately in order [0 regain Endurance Poinrs.

Note: On page J 02. we present a detailed system of band ling VP 105s, while page 123 introduces you to ioounds as an optional [cature of combat. We recommend that rou begin play u ing only the tandard rule since they are easier to grru;p and apply.

Vitality Points measure a hero's physical health, while Endurance Points measure a hero's current tare of exhaustion .

VP regenerauce; Id6 VP/night

AE rege.netat.ion: Id6 P/llIgbt

ED eegeneratien: 3dfl E:P!GT

ucce ful] Test and CITe merease these numbers .

Astral Energy (AE; mea ured in Astral Points, ASP) is the foundation of all magic. This mysterious energy

]9

.tc~ the entire world of Avenruria, It can be gathered -ters as if being stored in some kind of vessel. Astral

-,:-. s tilt "fuel" for casti ng spells and is described in the

- I' .\lagle (beginnlng on page 130). If a character's Astral

.. ' reaches U .. she can no longer cast spells bur is unhindered rlo,J respects,

Heroes who are priests of one of the Avennirian deities have .. -tore of Karmic Energy (K.E; measured in Karmic Points, KP). nus represents a diviae, intangible aura which can be draw upon to work In i racl I".S , rcpresenri ng the wi 11 of the gods on Erhra. For reasons of space.the rub governing priests arc addressed .i n the ru lcs Set Gods and Demons, 10 be released at a later date ..

When a h em loses points (whether Vitality Points from fighting. Endurance Points from exertion, or Astra'! Points from spellcasting), these poi nts arc not lost forever. Instead, they rege n e ra re wb ile il. hero res [5.

Vitality and Astral Energy can be regained by resting for about six hours (the equivalent ofa good night'S sleep), The next morning, you roll Id6 for Vlraliry and Id6 for Astral Energy; the result is the number ofVP or ASP your hero has regained. A successful eN Test (tor Vital.iry) or IN Test (fol' Astral Energy) increases each of these scores by I pomt.

Endurance regenerates at a much faster rate: 3d6 points pe.r Game Tum (one Game Turn equals five minutes) of rest.

A successful eN Test adds an additional 3 points. More about regen erarion, healing of wou nds, and loss of fatiguc is found on pa!,\"c 113.

Ttrnr AnD SPACE

To keep track of time in the gamc, we use two time units.

,. In combat (or in other lim-action aspects ofihe game) we me

.!; the Combat Round (about three seconds in length, Iurrher

subdivided into Actions). Other activities arc measu red using Game Turns {representing 5 minutes) .. Sometimes, earthly time units such as seconds. minutes, or hours (hours are counted even in Avt:nruria) arc used when il makes [he most sense .

Distances in Avcnruria arc measured in Paces and Middenmdes, one pace is equal to one earthly meter, while a Middenrnile equals one kilometer .

Combat Round=approximately 3 seconds Game Tum = 5 minutes

Pace = 1 meter or yard

Middenm tle= I kilometer or 6/10ths of a mile

SPEED

Acrearurc's Speed (SD) measures how fast it can travel.

Speed is generally measured in paces per second; thus, SD 7 represents a speed of7 paces (meters) per second-s-abcut the speed of a well-trained short-distance runner. Speed represents short-term movement, which we refer to as tacdcal movement. Slrau:glC movement, describing navel over longer distances. is generally given in Middenrniles (kilometers) per day's journey A group or adventurers bearing medium loads travels at a speed of abour 30 Middenmilcs pcrday.

More inforrnatien about tactical movement, speed. and strategic movement beg; ns on page II B.

20

mercenary: not a dragonslayer. I

A HER._O is BOR._II

Back in lh~ tauem, 111f: ate has loosened the tongues of the trallelers around the ThorwaLian's lable. 'Irewman can't SlOp taving about his hom» city of Gareth-iu mllny splmdid temples, hllge marketplaces wizen: almost anything can be purchased, and his own teacher; Alrik, who taught him history ,md ancient languages.

"If i! is really that beautiful, Trewman, then why hauc \Ott left the city of your fathers?" li,.hiball's (Joice. willI her musical Tulamidyan accent, chimes above tile crowd.

The explorer scratches his shon mustache t/loug/ltfuliy, "I X/U:lIC because I'd had enough of simpl)' beillg Attlk's aide, And because I could 110 {oliger stand poking tJ/'OI/11d in old, d101)' libraries, And then, in a tavern, I met Hesindiane ...

"d, you guessed it, in Rahja's name, wefell in 10Ile."

His gaze wanders off, 10 011 unseen, distant place, ibmpd~ he shakes IllS head. "Hesindiane had

J/uady seen much of the Ethra, be had fought '1 lilt! Battle of (1 Thousand Ogres, and had .dped pUI a stop to Galoua's despicable

.ie'eds. She had even ventured fOr/h along

,ith t.ll e Sword of Swords, the II ighesl rnes: oj the ch« rch oj Rondra, to vanquish • dark magician and his lackeys. Just

.. ria inel She ... ah, well.

"To cut a long SIOry shaft ,., when I - ~ed her to remain in Gareth and seal Trasta's

cond with me, she simply laughed. She said

'TJmefhirzg like, 'Dear Ttewman, there ate so many

:fl;ngs 011 the Ethra more imeresting than playing houseu.nfe. : can nil! marl)' when Ih(: sun has come around for tlte fifiietll

me for me. III two days I'm {.eaving Gareth, for I have hired -" willi an expedition into (he eternal ice of Auouuria 's

. nheu north. m

"Well then. why didn't you accompany hct; if you really Lied her that much?" Frenja QIks, wipingJroth from her TJoulh,

,th, well." she didn't even ask me, you know? Besides, hOI do [ knoUl of ihc world? The real one, I mean, tile

t' out there; Of COUTU I'ue rcad much, bta I'uc never even

{',7171Cd flow to stan a fire in lhe wilderness, l may have read me/lling about the northern lands inllie Aucnturia» Herald nee, but that 'J' about it, What good would [ hao« been 011

'JCII an expedition?"

"What good? Don't ye kriOW? In Swalnir's nome, you're some killd of explorer; aren't you? What better life would there be for an explorer dlt1n to go explon'ng?"

Treu/men nods. "In a sense, you're right. I couldn't get the thouglit of traveling lhe Edira and hailing advr?nllm:s out of my head. Then one day, / jllS! packed my things and tool( the next coach. And should I ever see Hesindiane again, 1 swear I'll have as much to tel! her as she could tell mel"

"I#:ll, womenfolk do keep their own counsel. 'rOu hao« to fight for them first, j, Angrax agrees in (I rumbling voice, "You're also out 10 impress some woman, dwarjie?Mighl I1J welt start with me, then. exl round's on youl" Fren]« ).'ays loudly, gilling tile dwarf an er/Couragillg nudge.

"Balderdash!" Angrax cuts he1' short. "Women aft! scarce among my people. so they can afford to be choosy/ if

[ wanted a dwarf woman, [ would hauc to .rIay

a dragon, at least! I'm a mer e-nary~ nor a dragonslaye!: J go where I'm paid well. '

"One moment, Angrax, " Rondriall imerrupts him in mild reproach. "Don't yuu mean to say, 'Where yotl ate well paid and can be certain }'oll're fighting the good fight, hon.oring the Lady Rondra In bauler

'i4 mercenary's good fight is the fight that fills his pouch uuth ducats, " the dwarf replies indifferently, Rondrian's brow wrinkles ill angel: Mirhibon puts a hand all !tis shoulder, however, calming him before turning to Angra""

"UH1, l.fully sympatliizewit/l you not /Je/ping that

poor famiLy rescue their d(wglJterfrom the slalle trader that abducted hen" she tells tile dWatf carne.rtfy, giving the others a conspiratorial wink while the dwat] stares sullenl» down his ale mug.

Suddenly. Angrax raises his head and leu his fist foil on the table, hard. "By myfathu's beard! How date you insult me like this! OJ course T would,. , ." He sees the laughing faces of his companions and stops, slJaki11g his head. "Damn 1IJ0mC"njotk. " /u; grumbles. Still, Jor the ji rst time this II igll! a small smite curves his lips, if only briefly.

"1' rna

go where I'm paid

well."

2]

CHARf\ctER_GEIIEAAtiorr

We recommend playiog your first adventure using one 01 the sample heroes provided in the Archetypes chapter. You may even come co like them and wish to continue plaving them. More likely, though, you'l! wan, to create your own hero from cratch sooner or later. ta iloring a

haracter cxactly to your wishe .

This chapter will tell you how to create an Avenrurian hero. While this may look long and complex at first dance, [ollcwing our two sample heroes through the creation proce s will make the experience much ea ier

(or you. enabling you to create your own hero without complication.

Aventurian heroe: don't fa!! from tree. They have parents, grow up in a certain culture, have preferences and secrets. and of course. they have had experiences before takin on the adventuring life. 0 venrurian is like any other. and yet they all follow the same set of basic rules and assumptions governing their creation.

ETIER,tltion Point

To en ure thai all heroes of Aventuria are rough!)' on the same power level, they all tart OUI wiih 110 Ceoeration Points (CP). These OP may he pent

for any n umber of things: attributes, professions, and special advantages. Buying di advantages or restrictions \ ill incres e [be number fGem:ration Points at y ur disposal.

Generation Points letou create a hem

to you r very own specifications, How you use them and where you put your priorities are entirely up to you.

Imagine character

creation 3;; a bank account containing 110 Gp. You may withdraw money from that ccount to purchase certain lhing ; if necessary, you may temporarily overdraw your' account. AJI that matters j that in rhe end, when hero creation is finished, your GP balance

must be exactly zero.

StEP I: WHAt Do i WAnt?

First, you have to decide which type of h ro you want to play. Even a brief look at the archetypes will show )Iou that there. is tremendous variety, each having its own

trengrhs and weakne ses. One archetype is a powerful fighter, another is learned and well educated, the next

has been trained to survive in the wilderness, and st ill another makes hi living by cheating at di e or breaking into the houses of his fellov citizens. Highly sp ialized heroes arc possible, as well a generalist~ combining little bits of knowledge from a great variety of fields. Looki ng <It (he various cultures and professions will help you ger acquainted with the basics. Maybe you want [Q playa nonhuman hero uch as an elf or a dwarf While this IDlly limit your choice of profe sion • it provides you with the chance to playa really different persona,

We have included a preliminary listi ng of culru res

and professions here with the main information following in he next chapter. For now, you should keep one rhing

in mi I1d: or every profession is suitable for every culture. An All vi I Dwarfjuggle.r doesn't make a lot of sense;

n ither doe a ovadi ranger.

Lisa likes tbe "cloak aid dl1J!ger" genre QJ exemplified by tilt: adventures of ,lie Three MUJketc:C!I's vcry much. SIlt: toould prefor 10 play

[J chartute', takcn from th« pages of aile of these stories. She warns 10 earn III:/" keep by cheating others, as some kind of noble thief

Anne, on the other hand. hus something elltin:l>, different in mind. She toants /0 play a fiery-eyed, exotic female, a woman like c/u:lu:razatie from I/It: Tales oflhe Arabian l'glm-a proud woman with black hair [a/'/il1g /0 flu toaiu and smoldering eyes, mysterious and intelligent.

22

StEP 2: Pointy-EARS OR_ HumAn-SPEc [E .AnD RB.CE

It's time to choose a race from among those living

OIl venturia. Race no only influences your hero's

app arance ( uch as ear type-paimed or round-and also height, hair color. and other features) but also dictates certain limits in Attributes and special abilities. For instance, all clve have the ability ro weav magic, whilt:

Thorwa!ians are larger and tronger than oth r heroe .

After you have chosen a race (a presented in the shan descriptions on page 23 as well as the detailed rreatrnents beginning on page 38), note its srarting valu s.

Note: The races mentioned here are JUSt a small sample of'the races and species found across Aventuria, The world de criprion 00 pag..: 144 hints at a large number of other people and culture ; these will be introduced in the follow-up rules companion, Su/ords alld Heroes,

R8.CES A.nD CVLtV~S

MlDDENREALMIAN (p, 38): Middcnrcalrnians roughly resemble human of the European Late Middle Ages. They have spawned three different cultures:

Garetians (Middle Europe In the Late Middle Ages, p.

~ 1) Horasian (Late Renaissance ltaly/Early Baroque France, p. 4 ), and Fournlandians (Late Medieval Russia, r·44).

TULAMIDES (p. 38):

If you want to picture the Tularuidcs, chink

dedieval ear Ea t, The option range from lively cities akin

to the Baghdad of 1 00 1 ~ights. complete with the farmer' of ehe urrounding river vallt: s 3.ihanadislan, p, 46), (0 caravan folk and proud de Crt warriors

" 'ovadis, P: ~7).

THORWAUANS (p. 39 and 45): The harsh coasts of me north harbor powerful giants who like nothing herter than sailing the seas on their fast dragon ships. lisrerring

o the endless sagas of thei r kalds at the h arrh nrc, and

drinking all ni ht long. If you think thes Thor v valiaru '"llIght resemble real-world Viking -well, you're right.

ELVES (p. 40): Deep within the dense forests and tile uncharted steppes of northern and mid- venturia. an ancient people resides. They watch men and their doing.

uh curious and somewhat amused eyes, for elves arc IOtdUy different in their life eyle. ow and then, however, .l young elf might join a group of human adventurer to .earnabour human ways, All elves are born with rnagical powers. lves, being rai ed in the wildeme 5 do not take 011 the human professions. but instead follow their own =ays of educating and training their people (Lea Elf, p.

~9'.

DWARF (p. 40): Dwarfs are another of the ancient

peoples of Avenruria, They are small but hardy, renowned or bt'ing grumpy and stubborn, but equally famous for ".heir craftsman hip. Most f thern dwell in underground

Uau ual combinations of

culture and profession are po isible only at me game

master's discretion.

cities. the mighty ha I! of which are fined with maoy beautiful stone sculpture. Ever 0 often, a dwarfwiU venture forth from these hall - to mingle with the "big ones" and to make his living as a crafrsman in one of che human cities. ometimes, a young apprentice may even

ct out a. an adventurer to find fabled trca ure , or t fighr the dwarfs' natural enemies: the dragons (Anvil Dwarf, p. 49).

PR..OFESsion

Professions represent a hero's past education end training. They can result from an apprenticeship or term of study, but a here may have learned everything she knows on her own, the hard way.

Professions can be roughly divided into fou r groups: fighters, outdoors sp cialists, shady ones (also known as "characters who know their way around society"), and scholar. Overlap will oceur between the four broad groups,

but in general, the

distinction holds fairly well.

Elves have never really grasped the concept 0 professions. till, you may find a few specialists among [he 'C people. For insta nee, there's the ranger, charged with hunting and organizing clan defense (p, 57), and the legend inger-e-clves who learn the clan' lore and history in order to preserve them for future: generations (p. 57).

23

.... r.

.. ~ . ,

The magician ha had a long, strenuous, and often boring education. but he now proudly walks among the few able ro employ the powerful an of magic (p. 52). The explorer, on the other hand, roams the world in iearch of knowledge. He i· often spon ored by a univcr ity, a temple, or magicians' guild, venturing into ancient

r uin s and places undisturbed by mortals for millennia (p. 51).

The physici n has not had uch an arduous education, but is noncthcle regarded as a true cholar by the common people. He knows how to treat the small pain of the farmers as well as the mo t mysterious illnc es plaguin the gentry,

but he IS not above earning his keep as

a field su rgeon or a dentist (p. 55). You'U mostly find him wandering rom village co village since he won'r be able to earn much money in rhe larger citie with their

e tabli hed healer and hosprtals.

FiGHt RS

The warrior is the most important rypc of fighrer, W:.rriors must study at a vVarriors' Academy for a certain length of time (p, 57). The mercenary enjoys a slightly wor e reputation; thi do sn't mak him a bad fighr r, though, \ hile th warrior i~ rna dy i nrerested in honor, the mercenary ca res most for money: He fights for whomever pays best (p. 'i ). The pirate is an entirely different type of fighter, making the sea hi5- home. He i. not interested in h nor or glory, relying on raiding for loot (p, 55).

HADY

rIE

You can easily recognize the mountebank by her colorful clothing' and the familiar balls and clubs she juggl s. While people like t be amazed b chis artistry, they also fear mountebank due to their reputation for dishonesty (p. 54). The rogue faces a si.milar problem, envied by mo r f r her free-wheeling way of life.

ut always u p cred of makin her living by en acing others out of their hard-earned ca h through gambling. pick-pocketing.

or breaking heart (p. 56). The burglar. on the other hand, u ually goes unnoticed by the public-as it hould be. for oth crwisc she, ould quick! be thrown into the next dungeon (p. 51).

SCHOLARS

SAmPLE CHAR.__A.ctERS

Lisa', noble scoundrel utili definitely be human (a Middenrealmian, to he precise) because this suits her best. She grabs some paper and jots down lilt! modifications 'lPpl'Op rill tc jar a /J ero from the Middcnreaim (set: p. 38): VP + 10. EP + 10, an d RM-4. She rolls for bod Iwghl 011 2d20. resulting ill 1.73 paces. Her hem weigll.! ill at 73 grr:alpounds. he htH/ree choice

as 10 hair and eye color and settles on dark brown hair md greell eyeJ.

OvtDOOR.S PEciA.Li 1

Wh n you need someone who can urvive in the wilderne or can catch that rare animal or locate an obscure plant for YOll, the h unter is [he person you're looking for (p. 52). [f you wanr to find a way thcougb unch. reed territory or want to track the movements 0

30 enemy army, however, It's the scout ou need (p. 56). Finally there's the me scngcr, at home equally in the wilderness and in the COUItS of me wealthy and powerfu l, who tries to get important messages to their destinations (p. 'i-l) .

.4I1ne, however, opu /01' rhe Tulamide racr. This cult ure Inllkes it harder/or women to gel ahead in the u/orld. but tbis intrigues her. Sh« Ulants other Tulamides 10 believe her hero to be weak and in constnn» net'd 0/ protectio», IVhile in realif.}'

24

.~ IS III" one puLling all the strings. he writes dOWJl /1<'1' ~pectlve modifictl/;om ise« p. 38): VP +10. EP +10, RM

appraISe +1, calculate + 1. and dana + J .. 4s for height, .ne rolls a J lind a 6. This means her hero will he rather

,n lot 1.62 paces) I'md weIgh 57 greatpounds. '/le op15 for ck hair afld dark brown eyes.

tIP 3: WHAt REALLY

mAIZE HE DiFFERJ,::nCE-

CULfv~s

On ou 'YC chosen a rae . culture comes lI1W play

e econd decisive 'aclOr in forming a hero. Race ermine a her 's biologi al features. The urrou ndings rew up in (her people's customs and morels, skill

- mrnon to the culture. the pastimes available), hov ever, recrlv dictate what she bas learned, regardless of her "mate standing as a warrior or magician, prmce or lIpcr. A culture's natural environment is Important, as

.. a, the culture's status a urban rural, or nomadi ; ..... Lmportance of phy ical exercis . attitudes toward

ical talents or learning: whether the culture ~ualities con crvarive or progre ssivc om par d to tho e around and many other ~~!ctor '.

Culture reflects directly on a hero's Talent values: it so regulates which professions arc available to a hero. course, even a Thor walian might make a living by

ng a burglar. This would be a lot harder in Thorwalian Icry (with their lcnghouses packed with enure families

,d almo t never empty) than it would be in a large Hora ian city. known for we lthy quarter full of isolated

Ila .. Thorwalian burglar \ ould be a rather exotic .cro, needing special permission from he Highlord. Wc'd ad is that such h roes remain disallowed. at lea r »t the tim being. The list of possible professions was

dev ised ill order to make the world more believable.)

orne cultu res COSt Generation Points, wh ilc others don't. Th i table lists respective costs. Most races have produced more than One culture; in these rules, we mention only the most important ones, You will find more informacion abour these cultures, sorted by race. on page 8, Once you have: chosen a cu lrure, note the modifi ati ns or carting value that apply to rh culrur ami subtract P if necessary.

Lisa opts/or tilt: Horasiau Empire as her hero'! culture. This COSIS her 5 Gp, reducing her total 10 105 G P She notes thl! follollling modifiauions tliat apply 10 heroes from the Empire (see p. ~ 5): bra wling + 1, crossootas + 1. dr/MUS + 1, fellc"ing weapolu + 1. infantf)r fIN!OpOnS + J: dance + I, stoim +1; eriquete« +], fast talk + 1. IU(f1UI/I nature +2. seduc« + 1. ureenois« +2; cal ulate +2, engineering +1. hi$tolY +1.111w +1. legend lore + 2, religious tore + /; mother fOTlgue Gareth; (CL -1), tongues (TIt/amid}'« 01' Rogotan) + ,H!ad/wrile (Kllslik Script) + l,farmillg + I.

The tongues talent requires a choice betsaeer (WO language: that of the Tulamides 0)' til at of the deoarf). She opts far til e former so J/Ie ({,ill be lib", to eddress A nne 's

Tulamidvan hero in her natiue tongue, It'Quing Rogolan off her lisr.

Amont( The Tulamides, Aline IS free 10 choose from the desert-dwelliJlg ooadts and the city-dwellillg Mhanadisran]. She decides OJ} .~111(madi.;tani. for 'she imagineJ her hero as having lued man)' (!xpen't:!lces b,jorf' Jeuing out, more appropriate for II CItV perJoII rba» (l de.<el'l d(Qeller.

Amlc·s choice does not COSI her anv General/oil Points (Iel1vlI1g her a/uh Llt) GP). Anne JOIJ' down Ihe following

011 (1 pIece oj scrap paper (Jee p. 3 '): braulting + 1. daggers +1, sabers I, wn:Jlling J: NIquette +1, human nature +1. seduc« +1, streatwtse 1; board games +J. fegmd lore + 3. religious [on: + 1; mOIIl", longue Tnlamidy« (CL -2), second fr.mguagl' Garethi [Cl: -4); Farming +1.

R,tiCES AnD GmrRELtion PACL
CIJLtllR,t:S Point Cast nlJmBER..
Middenrealmian p. 8
Garctia OGP p.-ll
Horasian Empire 5GP p. "
Fountland OCP p.H
Tulamide p.3
MhaJladi tan OGP p.46
ovadi 5GP p.'l?
Thorwaiian p.39
Therwal IOGI' p.4S
Elf p.40
Lt'.lElf 25 UP p.49
Dwarf p,~()
Anvil Dwarf lOGP p.-I9 25

StEP 4: WHAt i WAS. AnD WHAt i HAVE

BE co m E-P R._O FESS ion s

,~we have. mentioned, a hero '5 I·ife does nat begin when she takes up adventuring. She was raised somewhere, has parents and friends and has had rnanjIifeexperiences. Maybe she studied at some kind of school (such as a magicians' or warriors' academy), or maybe she learned the cr<lft of mountebank from her parents while travdi.ng wiln them. Maybe she spear no youth in the wild forests of Avenruria, where she learned ill! a hu nrer or scou I n~ed~ to know.

Youc:ould describe a profession as a hero's job, or perhaps some kind of arc herypical occupation. Each profc~~ion is associated with (Wain Talents. Sometimes .. the special education required for a profession might result in modi fications ro game Statistics,

BdoYl' is ;J I ruing of the 14 professions available in these core rules, NoL aU professrcasare suited wall cultures, More details

arc provided in the description oi the profession in question.

Ali with cultures, some professions will COSt Generation Points, meaning that you must subtract a number ofOP from your account when you choose thai profession, Tot down aU me modifications associated with your chosen profession.

All professions have certain requirements regarding Attributes and Social Standing. These minimum requirements will be imporrant when you determine your hero's Attributes i.n the next STep.

PROFEssions
GP Cost Requirements PagcNumbcr
Burglar GGP DE B. CO 12. AG n. SO 1-7 p.51
Explorer 10GP CL 12, IN 11. COU II. SO 7-12 p.51
Hunrer 10GP IN 12,AG 12, CN J I, SO 1-7 p.52
Magician 20GP CL 13, CH 12,CO 11, SO 7-12 p.52
Mercenary IOGP eN 13, eo J2,AG 12, ST I I,SO 1-7 p.,)J
Messenger DCI' CO 12, AG II, SO 5-8 p.5~
Moumehank OGP CO 1 I, CH 12, .!\G or DE 13, SO 1-7 p. S~
Ph~sici~n oap DE 13, IN 12, eli 11, so 1-7 p. »)
Pirate SGP CO 13,AG n, 5T I I, SO 1-7 p.55
;, .. Rogue 5GP TN 12, en 11. DE 12. SO 1-5 p.56
•. SeOUL IOCP CO 12, !N12, eN 12, SO 1-7 p.56
\\\unor lOOP ex 13. CO ll,AG 12, ST 12, SO 7-12 p, 57
Legend Singer" 0 GP IN 13. CH 13, SO 1-10 p.57
Ranger" OGP AG Ij,C 12, SO 1-10 IP·57 • Legend singer and ranger are available only to Lea Elves.

SlI4dying IhcprofffliOl/! (wailable for IIIII/uw! from tIlt -'-""..,...",_"" Horasien Empire, tWQ choice: caldl Lisa's eye: burglar and roglle, After some liliT/king, she ictrleJ 011 bllrglar: a rllllier ordinary lIIO(ll(J/I by day, but (I robber of the ricll by night. Wi,h /10 GP cost for fhis proftJ!ioli. Lisa still has 105 poillf.i in her accoont. She looks 01 page 5} and writel down Ihe burglar's startlrlg oalues:

Requiremenss: CO 12. AG 12, DE 11, SO'7Uiximum 7 SUlI1l11g U1lun: Dagger! + 3, throwing knilleJ + 1, wrc1t11:ug + 1; acrobana + 2, a/Mefia + 2, body control + 5, climb +6. hide + 5, fMrceplion + J. pick pockm +2, SIlcak + 5,. lIIillpolller +2; human fIallire +1, masquorad« +1, nreeuois« +4; bind/acapc +1.

orientation +2. track + 1; apprO;il! +4, celculet« + 2. (flginc('l'ing + I; ope" lock~ + 7, paintldrow + 2

'I' Aline fancies mllgician (or ratller. magicicllnc),

. ~ mounlcbank, und rogllC. SII.C z: she lIIonld ~.. ,.,/0,'11

It. ' ,:mcrcsted in playillg a magielm."e, a.'enme~ tll1d

IIItc/llgcufll'omon whose enemies Will ler: III terror at llie slIap ofha {mgcl'. She gels loguher lVith !ltT HigMortl to invent

a background story for her hero: Annc s .magiciclllu is the first tuoman in /bTU gellum/ons to bc acupted into the Ac"demy, due to Iter higll degree of talc III (al1d bribes paid by 11.&r [atlu:r). This choicr IIUI111$Ihl1l AlIlle mus: t11lJ(s/ 20 Gl~ rcducing her tota! /090. [,OOk,ilg at page 52. AI/lie must jo/. mUlIY 1/01eS all /I" Jcralcll papu:

Requim1l(:tItJ: CO 11, CL 13, en 12, SO m leus: 7

Stilling 14l/!tCi: RJ",! +2: A.SP +6: AClIdcmjc Training (MagiClim/ A£fJdcmy), SpellclUlcr; SUI.IIC$ +2: pl!w:plion +2, willpowt:T +2: etiquette + J, human nature + I, pr:rJuadl! + 2; animal tore + 1, arcane lore +7, board games +], calculete +6,engilu'l!n'ng + 1, g~ography +2, ht:roldry +1, history +3.lallguogeiou +1, law +2, legend

lore +2, plant lor» +3, .rdigirmllorr +2, iwrcrllji + j; r{:ad/writ~ [mother IOnglll script) +6, readhunt« (tum/rom the folluUllng lin:

Old 7hlomidYllll, Glyphs of llnau, KUI1ik Scripl, TI,lamidya, Zhayad) +4 filCh. tongucs [mother lOngue) +2, UmgllfJ (Tu/amidya or Garelhi (nmlhe mother lOngue/) +4, lOngue; (R01ptlrt11w) +6, wngueJ (Prow.Tulamidya) +4: tl(rhtmy +4. ptlim!draw +2,

Her hero's 111011/(1 lOngzu is Tillamidya .. 0111'1 GarethI' ;1 left

for Ihe second ;/01. AJ for rcod/wnlt'. Anne leams Iht' TlIlamidYIl alp/whet (ue p. 38)., For 1/t'T 01111'1 IUIO Jcripu, she opu for Kwlik Scripl (being the 1110;1 imponsn« writing system of the WI of A.II(nlllria) and rhe GlyphJ of Un fill (being 111e wn'/illg system used by .Ihe NOlJadilJ.

StEP 5: .A HERO t AK .. ES SHAPE-AttRIBvtES

Once you know what you want to ptay, .it's time to think about Attributes. Some. of these wit! be dictated by your chosen profession. These are minimum values. You may increase them as appropriate for you r hero, For your convenience.we provide a short recap of the eight Attributes (see page. I~· for more information).

Some races and cultures have built-in Attribute modific~'tions.

Being a Thorwaiian automatically increases your hero's Strength by I wirhout a GP cost; for dwarfs, the ST increase is + 2. 'When checking for minimum requirements. you arc allowed to figure in tbese modifications to meet your requirements, i.c., a Thorwalian pa ys one poi fit less (or ST to qualify as a mercenary, and dwarfs pay two points less.

Note that Socia! Standing counts as an Anribure for purposcs of buying poi n ts and conforms to the same standards.

Courage (CO); Strength of nerve in critical situations, daring and proWESS, willpower

Cleverness (CL): Intdligence and logical thinking, accumulated knowledge. memory capacity

Inmition (IN): Quick assessmeat of people and situations, creative interpretation of'clucs

Charisma (CH): Personal magnetism. eloquence and leadership, a I so rnagica I au ra

Dexferity (DE): Sleight of hand, hand-eye coordi nation Agility (AG): Body coordi narion, litheness of movement

26

Constitution (eN): Physical roughnes , includes resistance to fi,tigue, poison, or illness

Strength ( T): Muscle power and the ability to u e it properly

Social Standing (SO) is treated like an Attribute and indicate status in society. posicion in the hierarchy of power, and reputation.

Let' work rep by step. Every hero SI~rlS with 110 GP. After choo ing culture and profession, you deduct the co ts for these tWO item, if any. In theory, you still nave between I 10 and 0 GP at your di posal, \ou can now spend the eon rhe eight AUribUICS plus Social tanding in :lny way you like, as long a all Attribute Values fall between and 14, and ocial tanding fall between 1 and 11. )'ou may not spend more than 100 point on your eight Attribute. After you have pent four points, figure in racial and cultural modifications. The final result determines whether you meet the minimum requirements for your chosen profession. Results may fall below or rise above 14 due to racial or cultural modifications.

ou do nor have 10 spend ~II your GP at this tage; you may want to keep a few (0 buy Advantages (see the next step) without having to take Dls:ldvantages. n the other hand, at mis point you rna' "overdraw" your P account, balancing it by taking Disadvantages In the next step. Once you have completed rep 6, your GP balance must be exactly zero.

Luo slill bas 105 Gl? Her bllrglar's minimum

,.~_,""" .. requirements are CO 12. AG 12. (1l1d DE 13, with SO Ito grearer 111,11/ 7. LISa Ulould liki' /0 I,olle AG 13 ttnd DE

14 10 be Q Iligill)' skilled bflrglar. She tuant« to be able 10 udupt quickly (0 IIIIt::cpc(icd situations, and opts for L of Jl. To haue CO 12. I 12. AG 13. and DE 14, slic spcllds (12 + 12 + lJ + 14) 51 G P. leaving her toith 54 tn her aCCOl/IIl.

Lisa has lllready dended 011 a modus operandi for her t/rief

he urants to sneak into Ihe social events of thr rich in order to case potauia! victims. This requires some Socia! Standing, so slit: opts for lhl' maximum oalt«: IJ.lIllilablt: ID a barglar (7). reducing lur accouut If} 47 points. Further, .rllI: OP" foraverugc CL and C (11 ellch). lakes slightly below (Iveruge CH of 10 (to be som~whalllllObl/1'ls;/Je). and llightly above tivt:ragt: ST of 12. ThirspC:Tlds (11 + 11 + 10 + 12 =) 4.J GP.lea/Jillg her with a meager 3 poims. Lisa deades to kCF{J thes« ill her account, hoping for some nice Advanlage to come along.

Given the rather t:xpemive profession of magicienne, AmII' has on/y 90 GP left. Her requirements are CO 1 I, CL 13, IIl1d C H 12. Iv;th (/ minimum 0 of 7. These Attribut« values mt:rely scratch the surface of the character Anile wants 10 play. She raises CL and CH 10 th« maximums of 14 eacll. Btl.ving CO 11, CL 14, and CH 14 (/J + 14 + 14 = 39) leave: her wilh '51 Gp. AIlIIt' lakl's low vollies in CN and ST becutue sha hope;

to bypll!s most strenucu: activity ioith the IIS~ of lIIagic, choosing

C 9 alld ST 8. Intuition, 011 the other hand, is quit« important for mllgiciel1nes, ,'0 she ,pmds 12 for IN. AII1Ie decides 10 be all rhl'safe side wilh DE and AG (1 I each). This results ill II total of (9 + + 12 +

J 1+ 1 J =) 51 points. bnllging her GP balance to O. Anne notices that lhe fUMI]" spen: even a single point OIl OC101 tanding (she IIUru SO 7). Wllat', more, she /liQuid flke her Tuiamide to be from II noble family.

J() merrily opts for SO 12. She has overdrawlI her aecoun! by J 2 points, illid must compcn.mte by lakin!!. Diiotivanll1ges during the nex: sup.

,('.

tEP 6: F AR,.FR..Orn tHE C~OWD-· ADVAntAGE A.nD DiSADVAntAGE

You may want [0 breathe even 1110re life into your hero by adding Advantages and Disadvantages. The e can provide your hero with an interesting and colorful personality. Some races and cultures have Advantages and/or Disadvantages attached; your hero receives the e automatically The cose

for these is already figured into the co t of the respective race or culture, 0 you don't have to concern your elf with uch number.

The table on page 29 give a complete Ii ring of all Advantage and Disadvantage. Derailed de icriptions begin on page 58. Note, however. [hal you may cboo e only from tho e Advantages and Disadvantages listed. Other choices are listed in rhe later descriptions (marked with asterisks) and are tied directly to races, cultures, or profe sions.

Mosc dvanragcs and Di advantage arc all-or-norhing propo irion meaning your hero either has such a trail or he doc n'r (you annot be "a little bit one-eyed"). Others, uch

a Greed or Violent Temper. are a igned numerical value indicatin the strength of the trait in question. This value will sometimes be used for Tests (much in the way that nribute Tests arc rolled). Advantages arc described in detail on page 59-62, while Disadvantage arc found 0/\ pages 62-65.

Advantages give your hero an edge during play, thus you spend Generation Points to acquire them. Disadvantages put certain limitations (HI your hero. in turn giving you additional Generation Points co spend. The maximum number of Generation Points gained by raking Disadvantages is 50; of these, no more than 3() may result frnm egarive Anribuces (a . ubscr of Disadvantages; sec P: 64).

You might have few GP left over from 'rep '5, so in rhi step, you may lise those points to buy Advantages. You also may starr iuggling points to ger a balanced mix nf Advantages and Disadvantages. Once you are finished with these calculations, your GP balance must be exactly zero. Should you choose not to spend some of your points, rhey become void right after you have fini hed step 6. You may not end step 6 with an overdrawn account.

Lisa reads through the Advantages and DisadvDl1tliges and picJr"i those sill' believes might filher burglnr:

Balance, Connections (to gain invitations to social [unctions], Contortionist (to reach places others would 1101 be able to enter}, Da1lger Seose. Lllck. and Social Chameleon (to belie" blend uno SOCIal eVf!lus).

For Disadl1l11lfages, Lisa considers Curiosity (lies in WIth Lua 's collcepl of (l "noble tbie]"], Fear of Opel! Spaces, and Greed.

Afte, Ivcigbillg her options, Lisa chooses Connections and SOCial Chameleoll~III [act, Social Chameleon gives her a "discount" 011 C07'mCC1101lS (see p. 62). She establishes that her burglar knows someone abl« 10 provide her IVith mvitations-s-the majordomo of (J higMy respected family. The Highlord imliwlt'S Q Social Slatldillg of /2 for thiJ pers01l. ince Lisa has chosen th« Social Ctiameteo« Advantage, sh« must pa)' 9 G P ills/elld of] 2 GPfor the connection. Wlwt's more, the Connections Adllullillge

27

A. WORP OF ADVicE

Don't overload your hew with Advantages and Di!;advantages. Even if you stay well within the Limit of',)O Gp, you might quickly end up with

an exaggerated, caricature-like nero. Always take common sense into account when deciding which Advantages and Disadvantages really fit yOU! hero.

Also, don't forget that Disadvantages should make f<i1f more interesting role-playing; they

are not intended to be an easy source for more Generation Points! Once your hero has acquired Disadvan rages, they may not be disca rded easily. While playing a hero with feat of heights, bad eyesight. and an addiction to intoxicating herbs migh; be fun in the beginning, it will become annoying when your character has acquired farne and f('!ftune but still can't look over the balcony of the king's palace to sq ui nr at the cheering crowds .. In the event of disputes and doubts, the Highlord's word is always final,

means mort' than jlfSt a nter« acqunintancc, so Lisa's 1-/lgMord rules dUJI (he majordomo is actually thr character's aunt; who doe« wnarellC'r sIll: call to help !II cxc/umgc for a perewlagt! 0fl/ll: loot.

The Socia! Chamr:leon Adll1lJJlagc cost; Lisa 7 GP.fO.rclllJ', IJcr 10 deduct 16 poims ami gillillg her un overdrefi of 11. SI1I:

COli nteracts (he defici: b), wkillg fhe Disur1vIlIJtllge.j of elf rio;il)' (8 p{s.Jand Greed (5 pts.).

Alme:, mahod ofsrlt'cllng Advalltfl.ges and Disadvalltuges il diffmml, as she begins III:p 6

lVilli all overdraft of 12 GP. S//{: dOrSIJ·' opt for ll11)' L"IdIlUlJlages (slle already has Spetlcaster tlnd A ecdemic TtfJlnillcfor free from her professi{)/j) but goes diTl'l:rly to the list of Dlsadvwuu.ges. She takes Fe« r of RDdents, lnuptitud« wilh A rtisan TalellfS, Prejudice, and limit), info dose consideration,

No set amoutu is ill piace for Fa« r uf Rodents, hili

IUfr High/ord deems til is [ear 10 b« about III CI"Ippiing .11$ ClallstJ'oph ob ill or Frm·o/Opell Spaces (i.E., -.1.5 GP prrpoilll. fake,,). Tlms.jor FellI" of Rodents 2. A1J!1C gm 0 credit of ~

GP. blllp.liflldl! wif.h Artisan Talents greali)' illcolweniellces 1/11:' flWgl cien ne. bllt the», IIIho needs craft skills when )'OJ~ COIl do magic? Asfor Pn:jlldice, she decides to direct il11gairl.$l elues: being 11 Iii lam ide, sbe hus lIt'Ut:rt!lIe1l Set!1I aI/elf but Iter studies have infomu:d her tha: this .'iIHlIlgC race aJpoillly-eared creatnres works ml1gic JJJO truly hophaf.IJI'ti. euen dangerousfasbioll. AII1lt"i

hero will n(Jvt: probtems wllh (Jive; for "If: res: of Iter life, even wlunl (alld ij) she gels 10 kilOW ellle.f bett~

AlIlle filially mllk(.'s her decisions: 5111: takes Fear of Rodents untha aalue oJ6 (9 GP) and Prejudice (tlves) wit}, a volul' of 8 (4 CPl. Her Inaptitude grants 10 Gl~ gilling her 2JGP.>, a credit oj II GP after the hat Ilegaled her ollerdl·aft. Now Slid call look al pO!Jible Adllantages atecr alii

A II lie decideson Astra] Power and Good-Lookillg. She illlle_<U 4 GP ;11.102 additional/IS?, while 5 more tum her hero into a seductive beauty. She hIlS 2 GP lift. It/nieb she decides to pump snto her Attnbutes. She increases eN /0 II) and eo to 12. Now her GP balance is O.

The text 011 Academic Trawillg (Magl(;IOI1;' Academy) mentions an SO iIlCf(I{I$(! oj 1 du« to till! soeie! prestige of du Academy '$ seal .. This poillt IS IIOW applied to Ihe .magl(:ieflfles SO, misillg !-I from .12 to 11. This is 11I~~"er dum a startillg hero's maximum SO, but the iffccts of Advantages COIIII! as extenuating circumstances, ellabling a hero 1.0 transcend these limits.

StEP 7: WHAt Am i GOOD At, AnD WHAt SHOULD t PR.QB.ABLY not Do? tALEnt VALVES

So f~T. you have created the [ramework for your hem, which is the beginning of her personaliry Now it's lime \0 flesh her OuI. If you have decided 10 play ,1 spell-casting hero (a magician or an elf), you should familiMi7.c yourself with step 7rJ on page ~ I before determining your T.,lcnt Values.

This means that

you must rally all information regarding Talcnts rhar you have acquired from chao ing a race, 3 culture, and a profession. The number following each Talent

listing is the respective Talent's TP (Talent Prowess). If any Talent appears more than once (say, in both the culrureand the profession listings), you add rhc values together.

No Talent can be advanced more than + 3 be.yond

the value of the bighest

Attribute used in the

corresponding Test.

In addition, every hero has access to Basic Talents (see page 75).: unless mentioned otherwise, these have a starriog' value of +(). The Basic Talents are bodyconrrol, brawling, calculate, carouse, climb, Axes & Maces, cook, daggers, dance. hide, human nature, leathercraft, legend lore, orientation, paint/draw, persuade, religious lore, sabers. sing, sneak, survival, swim. tailor .. throwing knives. tongues (mother tongue), track, treat wounds, willpower, woodcraft.

You should also include Gifts such as Dwarfnose Of Danger Sense. These will be treatedexactly like Talents, with a starting value of + 3; they are Advancement Category E .. (Gifts are characteristics rhat a hero is born with and arc explained later. Adva ncerncnr of talc nrs is explained on page 124.)

Gi!h arc explained in Ihc Advantageschapter, AU Gifts .He also Advantages. Advantages Chat are Gifts Me marked accordingly. In the Core Rules, the only gifrslisted arc Dwarfnose and Danger Sense,

28

ADvAntA.GE

D jS.ADVAIItAGE

COS[ GP

Cost GP

Advant.ages

Disadvantages

ptirude for [Talent of Choice] Aptirude lor [Talcnr Group of Choice]

as per Talent as per Talent Grou p

2 GP/ASP 10 GP lOOP IOGP

o of connection. 25GP 15 P 3 P 12GP 1 GPIEP I GPIIO ducats sOP tl120P 'lOP 3 GP pcr addl, poinrofRM IOGP 3GP

-I GP each

-lOOP

-50P

-1.5 Or each

-lOOP

-5GP

-IOPeach

variable I.5GPeacb -lGP~'\ch

-I GP each

-J GP each

-I GP eaeh

variable variable -lOGP

-IOGP

-3 GJ> per point

variable -IOGP

-12 GP

-SGP

-I GP each

-0.5 OF each

-7 GPeach

-15 P

-lOGP

-J GP each

-15GP

-5 P

-I GPeach

-1 GP each

-1.5 GF each

-1.5GP each

Arrogance

Astral Block

Bad Hearing Claustrophobia Code of Conduct

olor-Blind Curiosity

Fear of (Insects, Spiders. Reptile ... ) Fear of Open paces

Fear of rhe Dark

Fear of the Dead

Fear ofthe ea

Greed

Inaptitude for [Ta!t:m of horce] Inaptitude for [Talent Group of hoice] Laroe

Low Attribute

Low Resistance to Magic egaove Attribure ight-Blind

Obligations

One-E. ed

Parholegical Cleanliness Prejudice

Prone [0 IUn $

Rage

Slow Regeneration Superstition

Ugly

Unattractive

aciry Vecgefulne vertigo

Vieleo t Tern per

Astral Power

seal Regeneration Balance

Bardic Voice Connections

C OJ] t orti oai SL Danger Sense Direction Sen e Dwarfnose Enduring

Equipment Advantage Good-Looking

Good Memory

Hard [0 En pell

High Resistance to Magic Immunity to Poison Inner Clock

Language Instinct Lcft·Handcd

Luck

Lucky Gambler Menral Campa

obit! Binh utsranding Attribute Rapid Healing Resistance to Disease Resistance to Poi on Socia] hamcleon

pecial Item Toughness Vigor

IOGP 5GP

10GP 7GP 70P 7GP

8GP+

IOGP 7GP 7GP 7GP 7GP

IOGP JGP/VP

Caution: In some places when alternatives arc given, a Talent may seem to be listed our ide its group. For instance, in me hscinl'( 0 the hunter's Ph ical Talents, you'll see an entry II tmg "athletics or ride or boars + 2." This doe not mean that the boars Talent has switched to rhe Physical Talents group; it IS placed here to illustrate the choices open to you. If you rake the boars Talent as a result. you still enter the Talent into one of the boxe reserved for Ani an Talents on the haracter sheet.

dwarf;· As [or ''':1' mother tongu», ,jhe rt'places "C L -2" wi,h 9. as her bllrglar's Cteoemess is 11. For all Basic Talenu nor men rio lied in her threl·lisrillf(f. she odds "+0."

Thus, she gets:

Camber: Braullillg + I, crossbow + 1. Axt'J & Maces +0, daggt'I'_< + -I. felU:i'ljJ IlJeapOnS + 1, i/lfolllry lIIt'apolll + 1. saber: +0. throu-in knll't'! + J. It'I'I:,srling + J

Physicat: Acrobatics + 2. athletics +2. body control +5, CC//'CJt/st: +U. climb +6. dance + J, hide + 5, p",.cep(ion +3. pick pockel.< + 2, siJlg + O. sneak +5, swim + 1, willpolller + 2 Social: Etiqueu« + 2. [a« Mlk + 1, human nature +3, masquerade + 1, seduce + I, streetunse +6

Nature: Btndlescapr + 1. orientation + 1. suroiual +0. track

Lua IIOW makp a list of all Talents af)pcarlllg in the mtn'~sIor "Middell realmia 11 " (p. 38), "Horasian Empire' (p. 43). and "burgiar" (p. 51), tIJ wet! as all tlu: Basic Talenu .rne has not yql recorded. The ualues of dupliau« Talrn: Slack: for instance, Lila gets daggers + 1 from h~ arltur« and another +3 from lu:r profession, for u tota! of +4. WllerelleT she is prcscllud with options, she pl(:k! one: slit: alrcady chose IltC fanguage of the Til lam ides in lieu of til" lallgllogt: of I/U'

1

Lore: Appmisc +4, calrulat« +4, engilleen'flg +2, history + J, 11'111' + J, !t:gclld lore + 2. ,.eligiolls lore + 1

29

Tongllt:s and Scripts: Rrad/u/rt"tc (Kus:lik Script) +2, tongllcs [mother tOI/gur Garahi} + Y, longues [Tularmdya] +5

AmSOTl: Cook +O,f(mning + I, leathcrcra]: +0, pallle/dmw + 2, plG'~: lock.s + 7, tailor +0, treat tuounds +0, woodcraft +0

Following the same procedure, Anne arrives {u the following:

Combat: Brawling +1, Axes & Maces +0, daggers + I, sobers + J, staves +2., throwing knives + 0, wresdillg +] PI/ysical: Body control +0. ceroase +0. climb +0, dOllcc +1, hide +0. perception +2. sing +0, sncak +0, swim +0, willpower +2

Social; Etiqueuc +s.fu« lalk +2, human nature +2. per!lltJde +2, seduce + I, streetunse + 1

Nature: Orientation +0, suroiua! +0. track +0

Lore: Animal lore + 1, appraise + I, arcane lore + 7,

board games +2, calculate + 7, engineering +1. geography +2. JurlJldrr + J, history +3. language lore + l, law +2, hgmd fore + 5, plant lore +3, religiow; lore + J, Jtarcmji + 3

7imglle.1 and Scripts: Read/a'rllft (1illamid)'/J) +6, rCfld/Uln'll! (Glyphs of Unau) +6, rcad/write (Ku.rfik Script) +4, IOngues (mother tal/gut: Tu/amidya) +}4, longut:s (Gamhi) + 14,

!ongue! (Bospnrollo) +6, tongill's {Proto-Tttlamidya) +4

Artisan: Alchem}' +4, cook +O.[ormillg + J, lemhercrnfi +0, point/draw +2. tailor +0, treat wounds +0, woodC'l't1ft +0

By now, you know whar your hero ha learned 0 far a

a result of her background and upbringing. Now you get me chance to adapt this "basic ern of Talents LO your own ideas, turning your generic hero into an individual To do so, we now provide you with another accounting ofGenerauon PointsTalent Gp, which can improve your hero's TP in her chosen Talent even more.

To calculate your Talent Generation Points, rake the um of youe hero's Cleverne s and Intuition and multiply by 20. The result is your total Talent GP.

Caution: In step 5, each GP you pent gave you one point in <In Attribute. With Talent P. the trade is different: cost i calculated by Talent Group as well as by the TP you want to achieve. Use the Talent Cost Table presented on page 31 as your guide. Most Talents use the B column, while Tongues and criprs use ehc A column, Phy ical Talents usc the D column. ornbat Talents vary between columns ,D, and E.

Each advancement mu r be paid tor separately. Thu ,

if you want to advance rhe Tr ck Talent (from the I arure Talent roup) from a 3 to a 5, au fir t must pay 8 points

fOf advancement from 3 to 4, then an additional II points to improve from 4 to S, fo.r a total of 19 Talent GP. A Talent can never be advanced more than + 3 beyond the value of the highest Attribute used in the correspondrng Test.

It's also possible to advance Talents that your hero doesn't have yet. First, you need to "activate" them. The activation

co t are found in the table below. Once ou have activated

a Talent, you may enter it onto your character sheet with a srarung value of +U and may be advanced normally, You rna nor acnvate more than five Talent during hero creation.

Once game play begin, you may roll Talent Tests only if the Talent in ques ion meets one of the cllowing criteria: you have acuvared it during hero creation; it is a Basic Talent; or you have received .1 bonus on mal Talent due to race, culture, or profession. If none of these apply, you may not roll Tests

against that Talent (but see the section on switching to related Talenrs on page 7 ).

Should your here possess a Talent with a negative value (which i entirely possible), ou must pay the activation COSt for every point below 0 uruil OU false it to O. For instance a dwarf with TP - in acrobatics (a Physical Talent) must pay

4 Talent GP each to advance the Talent from -3 to -2, from -2 to -1. and from -I ro O. Only alter you have paid the entire 12 GP can you actually activate the Talent (i.e., pay another

4 CPl. You can now advance it normally. and may roll Tests again t it during game play.

On the other hand, the same dwarf is able to roll Tests again [ his swim Talent (although it also starts at TP -3) becaus this is a Basic Talent. Basil' talents do not require activation; they arc automatically considered activated once you raise their ranks to O.

tALEnt Cost tABLE

B 2 2 4 6

Value A
Activation I
I 1
2 2
3 3
4 -4
5 6
6 7
7 8
8 10
9 11
10 13
11 14
12 16
13 17
14 19
15 11
16 22
J7 24
18 26
19 27
20 29 C D E
3 4 '5
2 4
6 7 9
9 12 15
I 17 21
17 22 2
21 17 34-
2<:; 3) 41
29 39 48
34 45 ')5
38 SU 65
43 55 70
47 65 0
-) 70 5
55 75 95
60 lOS
65 90 110
70 95 120
75 105 IJO
80 liD 135
s 115 145 II 14 17 19 22 25 28

41 45 48 51 55 5

A: Tongue and cript

B: ocial Talent, arurc Talent Lore Talent , Ani an

Talents

C: Combat Talents: brawling, ero bow, jnvelins, ihro ing knives

D: Physical Talents, ombat Talents: chain weapon ,Axe~ & Maces, daggers, infantry weapons, sabers, spears, staves, throwing axes, two-handed Axes &: Maces, wrestling

E: ombat Talents: bastard sword, bow, fencing weapons,

jousting, words, two-handed words

I ore that, in a few exceptional cases such as the effect of an Advantage or Di ad antage, a Talent may ~wap categoric.

sing the abooe-menuoned calculauon off(CL + J x 20}, Lira gets a 1010/ of 23 x 20=460 Talent GeneratiOIl Point». She immG'drolely sets 10 II/ork Of! her most important Talents. First, she adUtlllCeS «crobatia [rom '2 to 5. Since lllis is a P/lyslcal To/em, columll

30

D indicatas 111111 this costs her 51 points (12+ 17+ 22). She also increases athlaia from 210 3, for a COSI of 12 points. She urant to advance climb to 7. fIlhic/! will cost a whopping 33 points bUI In ~f?;'1 well be: wonh it. Open /oc'ks is already (Il 7, bUI Lisa wants II beuer score. Since it is an Artisan Talau using column B. tile:

COSt will be less pro/Jibitiuc than for a Physical Talent: increasing her opelliocks TP 10 a vcr)' rrn1arkabJr 10 costs her' a total of 66 points (19+ 22+ 25),

Lisa wants to be able to de/cud herself, preferably willi {J W(fatJOTI suitable for nightly forays. SIll! aduances daggc,.s (column OJ from 4 to 6 (22+27=49 paints), and throtuing knillf!S from 1 to 5 {cutego'}' C, thus 6+9+H+17=-I5). Unfammatdy, daggers and throtun knillcs aren't much lise agaiTlst an opponen: armed with a longer biade, prompting Lisa also 10 advance her skill with J~lIcing we(]poll~. While she certainly wan', he cmry11lg a hulkY ~pef! on her nig/ltly olllings, you II{,Vcr know iohen it might come in /ulIIdy. Fel/cing iaeapon: btlollg I() the comparauvely expensive E caawo/y, wlliell means tluu raising the TP to 4 {()JU Lisa 45 point» (9+ 15 + 21).

Lisa feds fairly satisfied wi/h I/u: most basic aspeclS of iI!', hero', Talents. so slu! SlOpS (0 do SOniC' caleu/alillg. So for. she

has spent (J total of 301 points (51 + J 2+ 33 +66+-19+45 +45). leauing her with] 59 poinst still to spend. he remembers her idea ofinji/trming noble [unctions, so she aduancrs dance 10

-I (7+ J 2+ 17=36 Talent GP), enqueue 10 - (6+ '+ J) =25 points), masquemde 10 5 (4 +6+ +1 J =29 points), and fUSllolk to 4: (4+6+ =1 points). The abi/it), (0 drink someone under the fable m igh t also be tuefuf, so she aduaace: carouse from 0 10 3 (3 + 7+ 12=22 points).

Pausing for more arithmetic, Lisa figures what she bas remaining (159-26-25-29-18-21=29 Talent GPj. Of course, a burglar needs to knolV ualu able loot from chcap baubles (J 1 points to advance appraise from 4105) and should also hallC some baric knowledge about tying knots and fastening ropes (4+6+8=1 for advancing bind/escape from J to f). Witblhis, Lisa 110$ spe/ll her en/ire allotment of To/en! Generation Points.

tEP 7 A: i it mAGic?

If you have chosen to playa magic-using hero (i.e., an elJ or a magician), there is an extra rep in Talent determination: your pel! selection.

Each spell I treated as jfit were a Talent of its own: you must fir r ctivarc ir and [hen you can ad anc it, Step 7a is relevant for you ouly if you arc creating a magic-u er; if not. kip to rep 8.

Heroes wirh [he Spellcasrer dvantage have access [0 a third et of Generation POUltS: Spell GP. The e are used to learn spells in exactly [he same way that Talent GP are used to advance Talents. There is no such thing as a "basic spell" rhat wuuld not need activation, nor do any races, cultures, or professions give starting values for spells.

A ipcllca rer first needs [0 activate each and every spell

he want to know by spending pdl GP. he then knows the: pcll and has Spell Prowes (SP) of 0 for ilia I spell.

By spending additional Spcll GF, sbe can inC[Ca5C SP in a certain spell. The number of peilP available ro a hero

I dercrmined usillg the formula f( L+ IN) x '5]. It's also possible ro convert Talent GP to Spell G P (but nor vice vcrsa}--ili is indicates rbar [he magician or el f has spen [ a lot

of lime trying LO grasp the basics of magic to the exclusion of ocher man: mundane skills. You may convert no more than

I ( L + IN) x 10] Talent GP into pel! GP (i.e., no more than half your allotted Talent GP).

Since magicians and elve work rna fie in different way, they have access (0 different spells. orne spells that originated in one group, however, have been copied over the years, leading co a spell so similar in effect that we usc [he same name in these rules for both. Some spell aretypically elven (we call [hem eloen herilage) while others arc known only to human magicians (we call lhemgllild magic). orne (which we call gelleralsfells) arc found with clve as well as with humans.

Prior to beginnin play, all hero Magicians have just

fini ned their training at one of th Magicians' cadernies. They have already learned the first Wand Enchantment (and have been presented with a magical wand into which this enchantrnenr has been woven). The e spellcasters are adept

at guild magic and general spells. They usc column A on

the pel! COSt Table when advancing these spells; activation cost is 5 pelJ GP instead of I when creating the character, however, and magicians cannot haw an SP higher than 10 with these spells at the beginning of the game. Elven heritage spells known to guild magicians (for which the)' have not yet developed analogies) are advanced a ccording to the column. Activation cost is 15 when creating the hero. The maximum starring SP is 7.

The following spells have been clas ified as guild magic {It generaJ spells: analYlic(I an-OIUI, auributio, auris nasis oculus, balm of /JMling, be my fi-imd, breath of magic, clarum pllrum claudibus dauistibor dupticazus fastnes» of body,joram(,l1 [oraminor.gardianum, horriphobus, Igm/aXIl!, ligllt in the darkness, mutauder salotber, ptlralyze. penetration, see true and pure, spiriltts armoncus, thunderbolt,

Magicians have access to tbe following elven heritage peJls: move as 'he lightning, silence rt:(lf:Ils supreme, sleep of Q Ihousand sbeep, U1lSCI!n.

Elves have the same number of Spell GP at their disposal as do magicians: (CL+I ))[ 5. An elf needs to pay [0 GP to aczivare a general or elven heritage spell during hero creation; elves cannot learn guild magic at all prior to the beginning the game. Elves advance spells according to me B column of the

pell COSt Table, and their maximum narting Pis 10.

Elves have access to the following elven heritage and general spells: attributio; auris nasi; oculus, balm of healing, be m)'fi'ICtld, breath of magi«, clarum pl/rlim rye of eagle, cor of 1)'l7x ./rul1lCSS of hody.fog flow for ,light in the dork,nus, move as the hghilling, see true and pun'. silenc€' rrigrls supreme, slup of a thousand sheep, thullderbolf, III1Seel1.

~I

SPELL Cost t ABLE+
Value A B C
Activation 5 10 15
I 1 (6) 2 (12) 1 (17)
2 2 ( ) 4 (16) 6 (23)
~ 3 (I I) 6 (22) 9 (32)
4 4 (I '5) 8 (30) 1.3 (45)
i 6 (21) II (41) 17 (62)
6 7 (28) 14 (55) 11 (83)
7 8 (36) 17 (72) 25 (108)
8 lU (~61 II) {91l not possible
\} 11 (57) 22 (113) nor possible
10 13 (70) 25 (138) not possible A.; Guild magic and general spells for m<lgiciaos. B: Elvcn heritage and general spells lor elves.

C: Elven heritage for magicians .

.. Numbers In parentheses list the spell's entire COSI, from acuvarson up co this point prior to the beginning ofp!ay. Apart from activation COStS, the table's progression mirrors that of the Ta lent COSt Ta hie 0 n page 31.

Spell GP: (Cl; + IN) x 5. No more Ihan (Cl, + IN) x 10 Talent GP can be converted into Spell GR

Guild Magic and General Spells for Magidans; activation cost during hew creation 5 points, column A, maximum starti ng va luc Ill.

Elven Heritage for Magicians: activation cost during hero creation! 5 points, column C. maximum starting value 7. Elven Heritage and General Spells for Elves: activation cost during hero creation 10 points, column B, maximum srartlng value 10.

Anne mun m(lke a hard decision now:

Should sh« concesurat« {)!1 spell! as milch «s rOJ.rible, 01" sl/ould ;he go Jar a balanc« bawulI spells and Hl/t'tW?

First, she calculates her point allotment: sh« has 26;(" 20 =520 Ta/ent GP. plus 26;(" 5=130 Spell GP. She decide! to tnke her moss important Talems first, then pltU tlre USI into her spells (kno1l'ing tha: she only pay! half th« cost of all Lore Taienu duo to the AdvtJIII(1ge of graduating from tile Magician!' Academy; see p. 59).

Since sh« hopes to fight aJ liule (1.< pOJ!ihle, Anile raises staves FOIn 2 10 J (12 Talent GP)tim will giv/! her some 1'JI0de!t skill (villi tlu qUllrumaff She raises u,//l'potller from 2 /0 5 (5 I points) .. etiqueu« from 410 6 (25 points}, human l1owI"ejrom 2 ttlS (25 POilllJ),foil tallJ"rom 2 to S (25 CPl. perJl(ode from 2105 (25 points}, board gamer from 2 to 4 (should be 14 poinss bUI COIts ol1/Y 7 as a Lore 1'I1II.'"II.I!, atlti seduce (rom 1 to 8 (79 points}. Tku uses 2-19 Talent GP '(12+51 +25+25+25 +25 +7+79).

Afl1le Imagines her hero to

he 11 l~d)' of some stallding u:llo doem I walk whell slle CUll fide,

II.. 10 Jhe learns ride 4 [acuoasian 4,

adoancement 39 poi nrs] . She also needs some

knowle.dge of Aventurian lore and opts for rdigious lore 6 (16.5, already haloed}, herald,,}, 3 (5. already !Jaillcd), cnginul"I'ng Z

(2. aiuady iltlit'ed), and ll/w 5 (12.5, already haivcd). This total» 39+ 16.5+5 +2+ 12.5=75 pOlms, lcalling iU:I"wirll {96 Ttdenl GP (520-249-75) tbat shc call vert; imo Sp.c/l Gp.

Her basic 130 ptw III(; J9f) tII:I!'!)' conuerted pouu« gille

A,m.: a 1.0101 of 326 Spe/t GR wllleh she IlJCSIJJ follou»: TIle

most importallt/pdt ill IIeT arsenel is surely be my friend, sinc«

it allows h.('/· to charm DEII,r people; she /r:I1f1U &IllS spell at lhe

n iglu:il prus1ble £tanillg ualu« of + l 0 {actiuation ('0$1 5, plus aduancemen; 65,/or 70 point» totat}, Almost IU important is sec true 3 nd pun:, /lJn icll 1~IlOftls her to read tllr feelings %lhet'S

(SP + 7. actiuation 'QJI 5, plus aduancemenr 31 =36 point ... j). TIlt: illusio» spell auris oasis oculus IIl1ghl be !uJI.ldy 10 fool other: (SP +5: 5+16=21 points).

Should tiling.! gI':l tI.gly. Anne W(JJI/.f 10 be obit: to defend bersel] wilh 11 thunderbolt (SP + 5, 21 pomts} and protect ht:nt:/f from luirrn witl! fastness of body (SP +3. 11 points}, SIJOuld tha: pm~'( jl1mijit,rl1l. move as the lightning Img/lf Ilclp her 10 it:1l1)t: all area of datl'gel" quickly (SP +3; IlllS IS elue» IIm·lOgc. and costs ker ]5 + I 7= J2 points). Sinre she IIl1glllllred 1.0 bandage wounded frit:ruiI (tspt:r.ially since sIll: is 11I'~lIk ill combat}, s/le Opts Jar balm of healing + 7 (5 + 3/ =36 pOI~mJ) as wdl (IS clurnm plITlJm +3 (1 J potnts] as {I defens« against poison.

A fine IS alia a hil of a magical scientist; 50 IUIIIIllg breath

of magic (SP + 5, 2 J points) lind analytica arcana (SP + 3, 11 points) can't bun. Sh« like! foramen fbrarninor, which enables her 10 emer places where others don't wam be» (SP + 3. J J pOIIIU). A spell to Iflkecllrr of prying guards mighf also be Im.IIII.

32

so size takes s lccp of II thousand sheep (dllm lIen'tllge, 32 points). t1ll of this drains kcr account of 1 J 3 Spell G P to cxllctly zero.

Aline's magicicnne noto has tile following Talents:

Combau Brawling + 1, Axes 5' Maces +0, daggers + 1. sabers + 1. staoes + 3. dlrQwillg kllillcr +0. wrEstling + 1 Physice]: Bod}. control +0. carouse +0. climb +0, dance + 1, hide +0, perception +2. ride +4, sing +0, !!leak +0. swim +0. 'tlitlpou/er + 5

ocial: Etiquette: +6, fast talk + 5, human nature + 5, pcrSlfade +5. seduce + . streeuais« + 1

Nsua«: Orientation +0, mrllill(J{ +0, track +0

Lore: Animal lore + 1, uppraisc + l, arcane 101"( + 7,

board gfWJCS +4, calculate + 7, cngint:t'ring + 2, geography +2. /I(mddry + 3. lIistory + 3, lallguage lore + 1. law + 5. leg(!17d lore + 5, plant (on: + 1 religi(JIIs lor« +6, srarcraft + 3

Languagescmd Scripts: Readiumte (Tulamidya) +6, read] u/rue (GlypllJ of Un all) +4. readlwritr (Ktlslik cripr) +4, tougue: {mother (Ollgl/(: Tuiamidya) + 14. wnglle$ (Garefhi) +]4, lOngues (Bofparano) +6, tongues {Proto-Tuiamidya) +4

Artisan: Alchemy +4, cook +O,fnrming + 1, Icot!lr:rcroft +0, paim/draw + 2, tailor + O. (mil wOLlnds + 0, woodcraft + a

Spdls: A1Jalyrica arcana +3. auris nasis om/us + 5, balm a/heating +7, be my/rielld + la, breath Of magic +5, clarum pumm + 3, fasmess of hody +3. foramen foraminor + 3, move IU the lighmi ng + ], see tru« and pllre + 7, slup of 11 thousand sJlcep + 3. thunderbolt +5

StEP 8: now fOR..SOInE mAtH-DERjVED BA E VALVES

In addition to Arrribute and Talents, we need :l few more values irnporranr to your hero (or rather, to you as the player portraying [he hero). These are derived from various base values,

VitALi!Y .AnD EnDVR,flTICE

Vitality (VI) determine how uften and how badly a hero can be hurt before dying. Vira.liry Points may be 10 t in any number of way' (combat. falling. fire. drowning) but gening them ba k requires effort (you need one of the various Talent to treat injuries, healing pclls, or simply prolonged rest).

Vilality (VI): [(C. + C ,+ ST) 121 + race modifier + Vigor Advantage (if chosen)

Endurance (ED): [(CO + eN + AG) 12] + rom: modifier + profession modifier + £ndunng Advantage (if cho en

Enduran.ee (ED) rells you when your hero run OUt of breach, how 10n<7 h can run or wim, and so on. Endurance i~ lust fa ncr tha n Vitality, but regenerates faster and marc easily (re ring will restore Endurance).

Both value are determined primarily by your hero' Constinuion (el ). For Vitality, trength ( T) al 0 plays

a role, while with Endurance. a character's determination (as represented by her oura e, or 0 value) a well as her ftexibiliry (as represented by her Agility, or AG value) also rigure into the calculation. When calculating Vitality and Endurance, alway round up.

omanr BASE VALVES

ombar ability is determined by Base tta k Value, Base Parry Value, and Base Ranged V.lluc. All are calculated from the sum of three Attributes, divided by five (wid. rnarhernatical rounding). Mathematical rounding means that i the result

is 7A or below, it i regarded a 7: ifit is 7.5 or above, it is regarded as 8. The Base Attack Values may be modified by various Special Abilities, The formulas are:

Base Attack Va[tJc: leo +.-\C + ST) / 5 Base Parry Value; (IN + AG + ST) /5

Base Ranged Value: (IN + DE + T) / Base Initiative: ( 0 + 0 + IN + GE) /5

Base Initiative is another value neces ary for combat.

Initiative (1 ) determine who goe first in ;J combat, and the st:qucnce in which all other combatants act. In a combat ituation, Base Initiative will be modified by armor worn, weapon u ed, and the re ult of a d6 die roll.

R.gststAncE to mAGIC

This value determine how easily a hero will fall victim to a pelt. High willpower, a robust constitution, and an avid mind help heroes resist spells hurled at them. Marhematical rounding applies.

Astral Energy (AE): [( + IN + II) / 21 + modifier +

ASP gained from Astral Power Advantage (if chosen)

Ba e Initiative: (CO + 0 + IJ + GEl 15

Resistance to Magic (IUv1): f(CO + CL + eN) /5] - race! cul rure modifiers + profc sica modifiers (if applicable)

+ High Re i ranee to Magic Advantage (if chosen) - Low Resistance to Magic Di advantage (if chosen)

A tR.f\L En ER.._GY

Magic-a .ing heroe measure their spell capability in Astral Points. Astral Energy determines how many spells a hero may cast before becoming "burned our." The formula I as ollows: l 0 n + H} / 2.

The modifier to tral Energy depends on the rype of

magic used by the hero, and is found in the description of the re pecdve race, culture, or profes ion.

Lila's burglar JWI the followillg base oalueu:

Vitality: CN J 1 and ST 12 ( I J + J I + 12) result in 3412 = 17, 10 wllich th« Middt:llrelllmian'f racial modifier of + J 0 is added. Wilh 110 fllrtht:r modifiers, the burglar br:gins pIa)' wilh 27 Vua! il)' Points (VP).

Endurance; (12+JJ+12)/2=J7.5; round 1018, add +10 for being {I MiddmrcolmitJlI. mulling in 28 EP.

Base Auark r4Ilue: 1(12 +13+ 12) =37j 15 = 7.4. rounded (0

7.

33

BtIJe Parry Value: {(J2 + 13+ 12) =37J /5 = 7.4, rounded to 7. Bast: Ranged Vatue; [(12+ 14+ 12) =38J /5=7.6, rounded to B.

Base lniiiatio«: f{12+12+ 12+ 13) =497/5 =9.8, rounded to 10.

Raistanc« to Mogie: {(12+ ll + 11) = 34} /5= 6. , rounded (0 7; suhtracting tlse racial modificr of-4 yields 3.

Astral Energy: Applies only to spcllcasrcrs, th,rcjon: slit /1(15 110m:.

A,l1Ic's magieienn« begins ploy wilh these ualues:

Viltllil)': (JO+10+8J/2=14; add + IOJorheing a Tulamide, rem/ting 24 VP.

Endurance: (L +10+ If)/2=](i.5; round 10 f7,

add + 1 0 for being tJ Tulamide, rl!sultillg ill 27 EP.

Base Attock Vtiluc: (J 2 + II +8)15=6.2, rounded 10 6. Bas« Pany r.fJ/ue: (J 2 + 11 +8)15 =6.2. rounded to 6. Bait! Ranged Ililillc: (12+ / 1 +8)15=9.4, rounded (0 9. Bau Initiative; (12 + 12 + J 2 + 11)/5 =9.4, rounded to 9. Resistance to Mogic: (12+14 10)/5=7.2, rounded to 7;

sl/blroc/ing lIlt: social modifier of -4 ond lidding the magicion's bonus yields 5.

Astral Energy: (J 2 + 1 J + J 'I}/2 == J 8.5, rounded 10 J 9; add +6 for being a magician. + J 2 for the Spetlcaster Advllllwge, +2 for th« Astral PotiJer ildllalllage "" 191'1SP.

"

tEP 9: AGG~ssiVE OR.._D rr n iVEAttfl. R..fl.ITD PAR.._RY V A LU E

As we briefly mentioned earlier. melee combat consists of attacks and parries made b ' [he combatants. Both maneuver have their own values. If you increase your hero's Attack Voduc. she will be more likdy to hit her enemies in combat (but will be hi r more often he rsel f if she has a poor Pa Try va I ue), Th i s

i an aggressive style of fighting.If you raise your here's Parry Value (but her Attack Va!ue is !ow), she will not hit as often, but won't be hurt as much by her ncrnies, Thi IS a defensive sty le of fighting.

It' time for you to decid which style you prefer for each weapon you usc. You may distribute your TP between arrack and parry as you see fit. The only rule i that th allocated TP may not be more than 5 points apart. You add your chosen number ofTP [0 your base value as determined in step . Once you have done this, the distribution becomes nxed and can Dever be changed.

Thus, if you have 9 TP ar your disposal. you might put

7 poim. into track and 2 points into Parry, or you might

opr for any of'ihe combinations 6/3,5/4,4/5,3/6, or 2/7. ornbinarions 9/0, 8/1, 1/8, or 0/9 arc not allowed because the difference between the two value would be greater than 5.

For ranged weapons. the procedure i somewhat easier: you simply add TP and Base Ranged Value to get your Attack Total-c-you em'l parry with a ranged weapon, so you don't need a value for Parry. [ousting, which is also u ed to attack without parrying, is handled lllc arne way; all point ofTP are added directly TO Base Attack V.duc.

Li,a IS burglar has a BOlt' Attack Value and (J Bare Parry Valut' of7 each, wilh Base Rli:lIged [,blue of B. For crossbot« and thl'owi1lg knives. the procedure IS easy: Silt: adds TP to Base Ranged Value. rem/rirlg in a crossboi« l'I'mk;'lg of 9 and Ihrowing knives ranking of 11. Saberi and Ax.!'! & Mocn, both wilh TP O. are equally simple; hoth result in AT 7 and PA 7.

For hrawling, infantry weapom, and wre.rlling, LiJO has a I'P of 1 each. Wh("l1 wrestling. she'd rather breokfree of a hold t/i011 attempt an oUDck, so she taku AT 7 and PA 8. She would rather rake the ofjmsiv(! UlilJr the Othef two ueapons.so ,he chooses AT 8 and P.4 7.

Her TP 6 ((lith daggen givcs her more choices. Again, she WQr-tld rather attack dum Jefend. and put: 5 points into Allack and only 1 point on Pany: AT 12 and PA 8. She [olloua similar Ihillking witl! f(,ncing weop()1/s:' 3 POUlts into Attack and I into Parry, raulling in AT 10 and P.4 8.

The fi 11(11 combat statistics for Lisa's characu:r took like tbis: brawling 8/7, Axes & Maces 7/7. daggers 121. . in/onlry IIJeapons 8/7, saberI 7/7, thrQw/llg knives]2, crOSSbOtIl9, and 1Vre.<lfil1g 7/8.

ARtle' 's magicienn« has combat values of 5 for

evcry WCOPOIl. This give! hera Ranged Attack with dlrowiflgknivcs of 6, also giving her AT 6 and P. 6 wid, A.rc'J & Maces. Wht:I'cvel' she ha .. Q choic«, sh.e concentrates 0" defens«: brawling, daggers, sabers, and tI/rest/ing all result ill AT 6 and PA 7, while staoes rallks AT 6 and PA 9.

34

Believe it or not, that's ill You may now enter all of your aluc onto your character sheet. Hero creation i almost -ini hcdl

'tEP TO:

otnc Saor-rtnc

Of course, your hero IS not only defined by her "inner .ighrs' bur also by her appearance and her possessions. tarring equipment is determined by Social. tanding and nrofcssion. All professions automatically begi n d1C game

ith certain basic equipment. ocial Standing throws in a set amount of money [Q round OUt tarring equipment. Appl}' (his nnula:

Staning money equals 0 x 0 x 0 farthings.

VeT), few Avenrurians carry large sums of mane}, .. fJ..s a ult, you should probably invest at least half of your money equipment, If you're from the wilderness, you should mbably spend nearly everything, for wbar good is monC}'

- the deep forest? Peruse the equipment lists from page 160 Coward [0 equip )'our hero with everything she might need. If

u need items nor listed, feel free to ask YOU! Highlord. She J tell you" har is possible and what i nor,

If you have opted for an Equipment Advantage, you

ht have even more money at your di po al. The Special ~-luipment Advantage might gain you possession of some

. r-ger object, sue h as a pack animal (th ar you can not sell ~medi!ltdy to get more rnoneyl]. You should be certain your _CO)s dressed and equipped according to her geographic,

_ rural and social origin. This makes it easier for you to • ... cribc her in game-relevant terms.

Once you are finished, enter all equipment onto the racter heet, This is especially important for weapons and err game dara because you will need the c again and again.

Due 10 her profession, Lisa's burglar already oums dark clmyday clothing (which !he specifies O! ti.Qrk gray trousers, 0 Mock blous« and lighl boots), a dark hooded clo(lk, dark glOlI(tJ, a sci of fock picks, 10 pacc1

. rope wilh a grapplillg hoo/v (I bell with lumgerJ (1/1d loops, and tddc» dagger (with a secret !heatll inlier boot}.

Her Social tanding pwvides her witll (7x7x7) 343/artlllllgs 3 duaus. 4 silver thalers. and 3 farthings). To advance

idea of a burglar aueoding social [onaions, Li,(I buys all

e ropriat« e",.:ning dress. Since this IS not shown in allY of the 'U. th« Highlord decides on a price of 2 dlfcalJ-w/Zile Ihe dress .. .nraaiue, it's probably second-band. Usa add; a shoulder bag '>T carryillg loot) for 4 jarthiflgs, a smell croll/bur for 8 siluer

lers, and a small kllifl' for 5 lililer Ilia/en'. All 0/ this adds up to rJ.UG"/JU. 1 sillier thalers, and 4 far/lling.r, lealling her ",ilh jllst 9 ."hmgs. This means she is basically broke arid should be lookillg for all opport'lnity to filther purse' agaill.

Lisa's hem is now filll), equipped and site begins to e1llt:r ')u:

Iormation onto her character sheet.

Alllle's profession description lists lite following begill17ing items: a robe covered in arcane symbols and a homed cap. Both idemify her as a gradualt! from (J Magiciarli' Academy. Her wand has be .. n

uhlllJlcd with rh~ first Wand Euchanunent, and [rom her bt!lt

fumgs a dagger in an ornamented shcolb (as per "It: tC:,;1 she: would Qnly haoe a simple sheath, but Afme'J H ighlord agrecs to let the sheath be: ornamented for a cost of 50 silver thalers], She carries

a small ceremonial dagger, ten sheets 01 'parchment, and an i"k bottle j71 her learller shoulder bag.

Her high Socia! Standing of 12 f rooides her wilh ,hI" impressiu« sum of (J 2r12:c12=) 1,728 farthings. Tilt! amamented sll(fotb has alrclldy lucked tip 5 ducats (or 500 farthings). Sh« buys a.fi TIt: wool cloak (JOO fartll ;lIgs) and a parchment wrapper of waretl leather to s Meld her parchments from inclement flleatllt:r (2 forthings), This lcalles her wllh 8 ducats, 12 siloer rholers, and 6 farthings, which she decides to save,

tEP I I: RJ:LAX, LEAD BACK... AnD LEt Yovn.lmnotnarton Ryn WiLD

You only need a few more derails now. A flame for your hero would be a good idea. You should also think about your hero's pc rsonal iry a nd gel a n idea of how s he wi 11 react to

di Ifercnr siruarions during game play. Review the cultural and regional descriptions char are lmportanr for your hero. Once you have done (hi, look at the "20 Que tions" on page 66 and u y [0 an wer all of them. You don 't have to \ rite down your an wer , and none of your an wcrs will have any bearing on your statistic .. These an wers will help you to better play your h ro from [he fir l gaming e sion onward.

StEP 12: Go ADD PLAY. nOW.

35

StEP-By-StEP

HERO C~AtioII

StARjITIG Account: You HAVE] J 0 GP,

WHiCH Concszt?

Think about the type of hero you warn (0 pla '. If necesslllY, look at the sample heroes and the descriptions of races, cultures, and professions,

WHicH ~CE?

Choose a race. otc the modificstions that apply.

WHicH CVLtVR£?

Choose 3 culture. Deduct the GF cost from your 110 Gp. ote the modifications and 5taning values the CUJtUTC provides.

WHjCH PR..OFES ion?

Choose a pro~ion. Deduct the: Gr cost from your 110 GP. \l.Titc down the modifications and stuting values {be: profession provides, as well as its requirements.

AtTRi:svtES ADD SOCiAl., StAnDinG?

OptionAL: m etc tALEnts

You she III d sLiIJ have 80 10.110 GP in your account, Divide them

amcog the eight AltribufcS and SO. You may not spend more man 100 GP on the dghc Andbulc:5 combined, All Armbure Values must fall between 8:md 14. Social Standing mtl~t (~II between I and 12. YOll rna)' overdraw your arcounr in this tep, but you must balance it by

purchasing Disadvaotages later. (You needn't spend all 'our points right now.) You thon figure: in the Attribute modificatioas of your tho 'en race and culture, The result should nllowycu to fuJfill the requirements of

yOUl profession. If nO!, adjust ~(;cording1y.

ADVAntAGES ATID DISADVAntAGES?

You may purchase Disadvantages (including c:gntive Anribuees)

for 3 maximum of 50 OF: only 30 of which may be spenr on Negadvc Attributes. Advantages and Disadvantages inherent in your eho en r'dct:/ culturt:lprofc:ssion an: fro:c: (aucornatically]. The respective GF co ts have already been figured inro the: cost au paid for race, culture, or pro ession, If you want to increase .. egauve Artribure you got lmlomadcally in thi way, you get addition .. 1 GP only for !he additional increase. AI the end of

dus step, your GP account mU$! equal zero.

cgncivc Attributes lITC 3 subcategory orDisadvantages. The)' req uire certain actions dunng role-pial'. such as demonstrating a rugb level o( arrogance in a hero, Tr}'; ng 10 role-play too many Negative Attributes, could become difficult and tiresome. so a hero may receive only 30 GP in. egativc Attributes.

Add up all Talent v.t1uc: your hero acquired from race, culture, or profession. Supplemenr this list with al! Basic Talents; unless a Basic Talent has noc been modified by race, culture, or profession, sa rd ng TP is O.

ow you gel (CL + I I) x 20 Talent GP which rou can spend 10 lIdl'llncc ~n)' o{your Talents (sec [he Tal~n[ Cost Table 011 page 3.1).

You may abo activate Talents that art n01 yel on you t sheet, Increasing a Talent with ~ negative TP depends on the Iypc ofT alent: For a Basic Talent (see pag e 29], each pcim ofTP below (J J:QSts you (he Talent' acuvarion COSL. For all other Talents. you must pay the .t;tivation CO$( ngain niter reaching 0 in order to increase it one place (i.e., Basic Talent

have no activation co I as such: you ju tpay off any negative ranks). You may not 8etiv~tc more lh. n fiye Talents in dus step. At ehe end of Talcnl advancement, no TP mll¥rank mOEC than 3 points higlu:r than the value of the highest A rrriburc associated with mat Talent (~ce the Talent deseriptions b(ginning on paJC 73).

If your hero LS able to work rna ICc, you need [0 determine her spells. To do this, you receive (IN + L) x 5 Spell GP. In addition. you may convert <l.ny Talent GF left over from the preceding step ioro pell OP (but not vice versa) 00 a I to I bask You canner convert more than balf of yom original Talent GP (i.e., {IN + CL) x 10).

Mogi,cial'lr rna)' learn aJI gull(! magic and general spells according ro me A c.olumn on the Spell Co I Table; nctivaiion tOSIS 5 Spell GP C'ilch and maximum .mrring value ;$ I O. Elves may learn all elven hcrirage ~nd general spells. according 10 the B column: acnvarion costs 10 pell GF each aod maximum starting value is 10. Magicians may bun elven heritage spells, but must use the column; activation COst i 15 Spell GP

and maximum starting value is 7. Elves m1l)' learn all elven heritage: and gtllcral spells ac:mrd.ing 10 the A column but are not able to learn guild

magic :It the beginning of pia y.

DEtERJlliUE B.ASE. V A.LVES

Vitalit}· (VI); IICN T eN + sn /2] + racial modifier + Vigor Advant.agc (if chosen)

Endueance (ED): [(CO + ! + AG) I 21 + ... eial modifier + professional modifier + Enduring ADvantage (if chosca)

Base AT Vaiue; (CO + i\G + STI / 5

Ba c Parry Value: (I + AG + Sn 15

Base Ranged Value: (EN + DE + 5T) /5

Base Initiative: (CO + CO + r + GEl/5

Rc:5isT;WC<'. to iagic (RM): [(CO + CL + CN) / 5]- fllec1culrurc modifiers + prefessicn modiJic:r~ (if applicable) + High Rcsismnce to Magic AdvaDrn$~ (if chosen] - Low Resistance to Magic Disadvantage (if chosen)

Astral Energy (AE): (CO + IN + CR) /2 + modifier + AI' gained from Astral Powo:r Advantage (if chosen)

A'ttACK..AnD PAR,!q V s i.ues

Determine Al:mc:k lind Parry Vorlu for ever)' Combat Talent r Ul chnracter h3$-il(quired. For ranged Talents and [ousilng, TP is added diretdy to Bast RaageJ VaLue. For melee Talents. j'ou may distribute your TP fred)' berween Attack and Parry, as Long as the 6.nal dIfference between the two is no greater chan 5 points. Add these values to the respective Base Villlll!s.

EQ..vipmEnt

Every hero is granted basic equipment as listed in the respective pm ession descriptions. In addition. he receives SO x SO x SO farrhings to go hopping.

Ftna; DEtAIl.S

Look at the "20 Quesriens" on page 66 to help sbape )'Our hero's personality, and give her a name.

36

Re.CES, CVLtVRJ:S,PR_OFESsiorrs

" ... the treasure he

guards in his hoard far away in the highest peaks of the

Eternans is more valuable than

the golden domes of the City of Light!"

"Wd/." Shaft r begirts. rahillg his 1I0ia .agailullhc loud laughttr from the flcxt fablc, "it is my honest pleasan: 10 u/ate to you my apcricnccs, IOllely Daria! For I bauc seen much, I IIIyf Elllcr, lizards, . 'roils, giams, cydopes, alldellCIl djl'tmi, lei elone goblins, orks, kobo/th, ,;nd ogUJ,: and Ihe dlUCf/CI'i in the sea, the m("mll;n-J'IIC JC('n them all! IlISt Jay Ihe word, .<lnd [ shall ~ YOlir humble t(f(l("her!"

He toasts Daria with Ius cup of wine, addillg a brief bow. "0;', I see. A man of the worldl! am quite

'mpressed, wort.hy sir! Well, let us get started

on giants, .then, Teach me, wise Shafir;

::nd f will listen with rapt auention."

Detia'slipsform a smile, pan :mildly. part mocking, which

'se mountebank noncllalantly rl:ooses to ignore. Instead,

~ begi1/s to weave Ms sale, saompanied by many

:::ritun:s. "Giants, I should

... JIIt to say, have become rare

, the EIAra. TIley grow to /ollr :'mes the height of even the larg.est -.In, and are as old as the world, and

....... mortal. They possess tremendous .rtrrogth,

r.u'h they can use to ... ah, well, rip a migllty bear

"';Jrt wit/lout brea.king a stoeai. They are 110t clever, though, "Ite urdike the dragons, w/w are abo among the most emit species of our world."

"Let me guess," Daria interrupts, eyes wide open hi mock sdmirauon, "you halle also lalked to dragons, right?"

"Hiott, not in so marlY wards. myflower of womanly -~':ljl)r, but I came close. My grandfather alice met an

imperial dragon. And. belie.ve i.t or not~lo honor dIU creature, he galle I1U the very name 1 bear tDdlly: Shaft!; tile dragon': own flame!

"You shouLd know Illat dragons come ill many shapos and types. For instance, the cmping drake docs not outgrow the meekt!st of rauens. As th« name implies, it' is full of mischief and bad humor, but its power arid magical prowess are

weak· Might)' Shajil; though, WtU as huge as a shipl And the treasure he guards in his hoard, Jar awa,V in th« lIighesf peaks of th« Etemans, is more valuable than the golden domes of the City of Light, euen Wilh the imperial jewels thmwn into the pot!

D'you know, back when my glY1tIdjal/ta .... " SuddenLy. the mountebank interrupts

himself, his black eyes widening in wild amazement.

"What is a?" Daria a:sks, a.stonislu'd. following hi! gaze toward the tavern door.

~n elf," Shaftrtuhlspers reverently,. "a real cloen tuomen m the fies/II Never did Ilhink I/I(:y would be suclt beauties .... "

"So )'Otl 're an expel" on e/:/Jes. too, ell?" Daria asks, shaking her head. "You 'oc seen lots and lou of them, light? Come on, Shaftl; don't begill to drool or J might get jealous."

Sm iNng am usedly, she UiI"nS II is head back in bel' directioll.

37

This chapter introduces you (0 the description of the nyC race and eight culture discussed in the Basic Rule. While [he Sword,. and HUGe! supplement wi!! provide you with many more races and cultures, you can already create a wide variety of her uMng the material )'OU find here.

All Informacion i pre entcd using the same format [0 make u cas)' for you to locate information and compare the various type.

Rt;\CES

Each racial description begins with an entry called Origins/Spread. This informs au about rhe race's hi to rica I origin as well as the Aventurian region where you might find irs rnernb rs. The entry {hat follows is called Build, and gives you d phy ic I description: body type. height, hair color and so on.

ext is Way of Living, which tells you about important

cu toms. and ocia I norm mal apply [0 the entire race. ulrural differences between members of the race are examined in the section on cultures,

Mentality is also a racial feature describing important beliefs, Specials/Racial Abilities arc most important with regard to (he two nonhuman races.

The boxe labeled Starting Value give you information no hair and eye color, body height. and wl:ight at a glance.

j 01' that you uon\ have to roll forrh se values when creating 1I character, r[ you kno« what your hero is supposed to look like, ou may 'imply choose (as long a you tay within the parameters mentioned).

The boxc also contain all modifications relevant for

hero rcatlon (5 e A Hero f. Born, page 211. This information

i or:! udes "rccorn mended" as well as "unsuitable" Advantages llnd Disadvantages. These should be n:garded as suggc tion ; you may ignore them if your Highlord <lgrccs. If your character roncepr absolutely demands, fOf example, 1I Disadvanrage thai IS classified a "unsuitable," ju 't talk to your Highlord to settle the respective derails.

m i DDETIR,J:ALmi.ATIs

OriginS;: pread: The fair-skinned humans now knoWII as tht: people

of the Middtnrealm originall)' hail from Myranor, knollln in Auouuria's myths and legends (is Gyldl:1lllmd. Landmg on !III! continent's uener» !horel, they spmui urroy A uen tuna to form the nations nou: I{noum as rilt. Middenrealm: llu Horasinn Empire, AlIdergasl. Nonria, tht Svel/' Valley, the Fountland, and the southern

my Slates. In some oflhes~ areas Ihey/orm the rna.iorl'fy 0[I1umI11l1 ilt'ing there, wIllie in others they haue mingled WIth th« indigellom poptll a 11011.

Build: Their physical appearance varies, All hair colors are pnssible (blue-black hair, indicating Moha influence, is as rare as white hair, which indicates elven heritage). Eye color also runs the gamUi [rom bluc 10 greeo to brown, with only red and dark brown bei ng ra re,

Way of Living: Lifestyles also vary gready between regions.

From the down-to-earth F urnlandians to the highl)' civilized Horasisns, a muirirude of highly different cultures has emerged.

MCllI.aLity: A vaned as the Midddenrcalrnian cultures

may be, aU share the belief in the Twclvcgcd '. This belief has

Jed to [be creation uf a strict hierarch), of oobility. The cult of

the Twelvegod creates an altitude of common gTound between all Middenrcalmians, as W(;U as a trong willingness 10 convert nonbelievers. The avcragc Middcnrcalrnian regard herself as the only rrul enlighrcned creature in all of Avcnturia.

Spccials/Rada! Abilities: The traits most often associated with the e pioneer of old arc adaprabilitj; inquisitiveness, and

the unshakable courage l() hulld and rebuild. How much of

!hi heritage from the firsr settlers sLiIJ run in the vein of the merchants and trader of'today's imperial cities remains open or discussion, though. Hard!y a hamlet can be found that has not produced at least one hero yet, . orneone wbo went to ee the world and whose name is now spoken with reverence by the rnosr noble and powerful on this tonrinem--or 50 they will tell you.

Typical arne: ince Middenrealrman names vary by nation, this mformation wiLl appear with the individual culture de rcripuon .

Starting Values

Eye Color/Hair Color. ee above

Height: 1.6 paces + 2d20 em (Range: ! .62-2 paces) Weight: Heigh! (em) rninus 100, in grearpounds Modifications: v P + 10, EP + 10: RM -4

TVLA.miDES

Origin / pread: Aoentunan scholars llsu.ally agree the: the HIla nude, belong O/ll()llg (fir itldigellorts population of

uentutia, halJlng probably originated in (lie Rashtu Wall. Today'$ Tulamldet in habit (he area betwecn Fasar and Selo», rollgMr speaking; the citizens of Punin, Anchopal, and Syl/a arc l1Iorlly o/Tulamrdyan stock. Both the Norbards (roamjng thc Foul1Ilarui

t,nd rhe Nioesc Steppes as travdillg mcrehol1u) and the KMim Des(;T{'f Nouadis (who bdi(l/e;1I thr 01legod, Rasrutlah] are ofTlllamidyttn rlcsct:rJf. EV(II as fill' SOli Iii as AtAn/a and Ilu other southern city states. TBlamidyall blood TUn, ill Ille pe()r/~ in almos: Ihe same Jtrengtll as does tha: of Ihe settlers from Gyldenlnllfi.

Build: The Tularuides are of medium height, .... nh lightbrown skin, black or dark-brown hair, sharp-CUI facial features. and dark eye. (£n the areas bordering the regions cnled by the Middenrealmians you m,lY also find Tulamides with lighter skin coloration, some of them havi ng bl ue or green eyes a nd blond or red hair.) ince the Tularnides have a long tradition of keeping woodsmen slaves, constant intermingling has occurred between

38

the rwo races. You can easily recognize Moha hcntage in smaller height, high cheekbones, and e pecially darker kin.

Way of Living: Many of the Tularnide live in large cities

as trader or era tsmcn (or beggar 0), but most eke out d living a COUnLfr farmer. In [he fertile river valleys of Mhanadi ran, chis can be quite apr fitable way of living, They row rice on the flood plains with rich pasturage for cattle to be found inland,

Mentality: The Tularnidcs are well known for their sofc tempers and their friendliness. They are neither zealot nor

... ogmari IS, but in read arc gcnerou and renowned for their plendid fe rival, to which they often invite [rangers and pa ing [tJvelcr . The Tulamidcs really knov how to enioy and savor life.

To atTord their comfort, however, they must be cffic.icDt

u incssmen, This i the second importaru part of ~lUy Tulamide's

ul: all of them work tor t:heir own best intere l-, and all know c.uctly what they want. In achieving their goals, Tulamides an with zreat cleverness and cunning. a] 0 adding a good bit of cynicism ro <1'e rrux.

Among most Tularrudc , women <Ire not regarded as equals

are lirerally treated as the "weaker sex" that must be guarded .,J protected. orne profession are nOI open (0 Tulamidyan omen. Exceptions to professions available for j-emale are granted , lhe Highlord's discretion.

Specials/Racial Abilities: Tularnides are born merchants and ave <Ill uncanny knack with numbers. They life also very good

th word. able to quickly confuse li rener who do nor listen .....n:fully. They are very adcpr at appraising item of value.

The Tulamidyan joy oflife is best represented in their

;uvIIL<.:S (0 please their deify Rahja, their musicality, and their :..J.Pertis~ in cooking. The Tularnides rarely u e swords. instead ~!~'Ing on oth r bladed weapon s, the most famous of which is [he ~ed Khuochorner, They love to ride horse and generally get

ongqultc well with animals.

Typical Names: Tularnidyan names often equal job

criprions (such a Haimamud, which means storyteller) .

. ames are cornpo ed of a first name and II father-name, which i

., reduced by ibn (with males) or aha (with female ), indicating '~n of" or "daugbter of" (c.g .. Abdul ibn 'Iulef or Aishulibeth saba w~n).

'I)'pical male flames: Abdul, Achrcc, Arrur, Hamar, [clef -.khbar. Kazan, asreddin, airnan, Tulcf Zachen, Zulharnid, "T"":pical female names: Aishulibeth Allhina, Fayri he, Heyeshan, Izmahban, Laila, edirne, {'rret, Onchabeth, Shuhelja, Zulhdmin.

':larting Values

Eye: Color/Hair Color: See above

Height: ].55 paces + ld20 em (Range: 1.57-1.95 paces) eight: Height (em) minus 105, in grcatpcuads Yodificaljons: VP + lU, EP + I 0; RM -4

Talents: Dance +!: appraise + I, calculate + I

tHOR._WALiATIS

Origins/Spread: The ThorwafiaJl/, a bold. seafaring people. originau from jar Hjaldlilgord in Gyftknllllld. The}' tacre dnurn out II/ong lime ago and COniC to seute on .lhe nonJull(!s/ertl coae of A uent II ria. Since the» . the Thonualians hao« mingh'd witil

the iues«, orbards, and even Middrnreofmiam in mall)' regiom.

Now, their main settlement areas are the Gulf of Prem and the coast up north to Olport, :IS well as the Olport [Ones.

Build: Thorwalians are large and mu cular, often exceeding two paces in height. Hair and kin are fair, with the most common combination being blond hair (in 311 vanauoas) and blue eyes (from pale blue rn sapphire), Brown or red hair combined wirh g~en eye are nor uncommon; dark eye and black hair are rare though .

Way of Living: The term "Thorwalian ,. i often used to indicate those bold seafarers making a living 3 pirates, sea traders, and fishermen, Males and female. are absolute equals. Thorwalians respect age, wi dom, and experience, but do nOI believe in authority based upon birthriglu alone.

Mentality: ThorwaJians arc brave, do not shy away from conflict, and are regarded 3S prone to brawling and able to hold rheir liquor well. They value personal freedom above all other ideals. They are well known for straightforwardness and 10 airy, but are also infamous for their uperstitions.

Special /Racial Abilities: olorfuJ body paintings are rather popular in Thorwal, and many a seafarer IS covered in tattoo . Some Therwalisns have become infamous for their uncontrollable fighting rages, known a' WcaJr<lge. While thrs ability is rare among Thorwalians, tho e who command it can turn into terrible, incalculable fighting machme .

Typical Names: Males: Angar, Ansgar, Garsvir, Halmar, HJ<llmar, Torgnl: Fernules: AIgnd. Bridgera, Hjclgira, Swafnhild. Instead oC a surname, Thorwahans add the Dame of their father or mother, complete with idencifying uffi.x: -donir (or, rarer, -douer) for daughter , or -son for ons (e.g., Garsvir Hjelgirason).

I-~.

I

( ~ r I

c

c. , 'if? J"

M~.

-~ v:

\'

Startin g Values

Hair Color/Eye Color: See above

Height: 1.6 paces + 2d20 em Range: 1.7-2.0 pace 1 Weight: Heiglu (em) rmnu 95, in grcarpounds

Modific3ljons: ST + I, eN + I, 0 I; VP + II, EP + 10; RM-5 Disadvantages. Violent Ternper :;

Talents: Athletics + I, carou e + 1, perception + I; weather elm' +2

Recommended Advanlages and Disadvantases: Direction Sense, Toughness; Rage (Wcalragc), Vengefulnc s

Unsuitable Advantages and Disadvantage; Social Chameleon; fear of Open Space , Fear of the Sea

.39

OriginsfSprc:ad: TIlt: origillo/illf r:lvtJ (who calf Ihemsc/va fcy) is II m Yi(try. They moa proba.b1'1ltearktll back /0 ,h" Fry Globules. Their Auenssrie» homes are ill Jhe haunted forms 0/ lIlt:

Salamander SlOlIeJ.

Nowad'ly~,folJr impcrtant elven subraces are known: silvan dyes (Salamander Stones), lea elves (uppeT runs of Obi oman, Frisund, and una, Lake: Alaavi, Thu nderbrook, Kvirasim, Oblarasim. as well as quite a few human cities}, icc elves (Grimfrns\ Waslc~, Frozen Peaks, the coasrs of Icebreak Bay and Amber Ba)" Misty Peaks, and Yeli'~ Land), and steppe elves (isolated clans or lea elves who have become horse-rid i ng nomads in the northern steppes).

Build: Elves are nf a large and slender frame, and their beauty and elcgaoce of movement have become legendary. Their most curscanding features are pointed ears and large, ~Ii)l:htly slanted eyes, wh ich sci ntillsre wi til [he strangest colors (whether amethyst or violet, an amber shade, a ruby's red, a sapphire's blue, an emerald's green, or even sprinkled with gold). High cheekbones and long necks enhance the alien impression. Elf males don't grow bea rds, which sometimes makes it hard to tell the men from the women, especially since both genders exhibit androgynous features. Both sexes have long, usually blond hair (black and silver hai r are rare but possible) that thcy wear loose.

Way of Living: Long ago, the elves embraced a culture similar to that of man. This culture declined millennia ago, and afterward the elve retreated into the solitude of the wilderness, where they live .i n a perfect agrecmen t of nature and dan. Wicked tongues claim they have a predator's innccem coldhearredness, knowing neither good nor evil. They sometimes dwell in tree houses that they construct by shaping living wood with their magic.

Procreation and Aging: Sometimes, an elf woman mates with a human mall (never the other way around), with the result being <I rare half-elf. Elves are much less fertile than humans, and elf women can control conception at will. Very few elf births occur, despite the elves leading rather sensuous lives.

Some elves literally live fora. thousand years, 'but this is rare. It's true that elves live much longer than humans; an clf"s life span is tied directly co her goals in life. Whenever an elf feels mar she has fulfilled her goals, she bids her people good-bye and withers away in a short time.

Memality: Elves recognize neither gods nor worldly authorities; they do not strive for power or wealth. Relations to humans and their world diRer according to subrace. Steppe and ice elves Live very secluded lives and only rarely leave their dans. Silvan elves do not particularly like humans, especially despislllg human ambition and greed. Of all the elven peoples, the lea elves are most open toward humans.

Elves feel closely akin to all animals, from graceful wild cats [0 annoying gnats. They don't like the "dead cities ofstone" so favored by humans, andthose who visit the cities often slip

away In the evening to spend the night in the open, even when with human friends.

Some (lew) ejvcs have converted to the Ito rna nway of life, however, and even live as craftsmen (for instance. bowycrs or instrument makers) within ciry walls. Their wild cousins from the Salamander SWIlC.s or the Kvllllcas have litde tolerance for this, calling the urban elves badoe, d word wirhout dny proper translation but which. signifies disdain [or the human way of life. Elves value beauty in all its forms. loving poetry and music. Every d.f has her own soul-instrument. most often a flute, and would never leave home without ir,

Spedals/Racia.J Abilities: Elves have highly developed senses: well-honed perception, vcry acute hearing, a fine sense of smell, and superb night vision. Thus, [hey dread bad smells, such as the stench of a wyvcrn or a iinnorm, or [he smell of foods (such as cheese or beer) that are created by processes of putrefaction or fermentation.

Since elves are always on edge due to tbeir keen senses, rumor has it that they don't sleep at all. This is not reaUy true; their sleeping and waking periods just foHow a different pattern than those of humans. If need be, they can stay awake for an entire week as tong as they don't exert themselves overmuch.

Typic:a.l Names: First name (given in the clvcn tongue

cf Isdira, determining an df's place in the world) for males; Ardarell, Ddayar, Felerian, Lamandrion, for women; Feyana, I-iimiyana, Olimonc, Valaria. Second name (family or dan name, nickname. endearing name, memento of a special event, and So on): Lilac Runner, Rain Dancer, Rock Dew, Yew Spear.

Starling Values

Hair Color/Eye Color: S~C above

Heighu 1.68 paces + 2d20 ern (R,l nge: 1.7-2.08 paces) Weight: Height (crn) minus 120, in greaipounds

Modifications: ST -2, AG + 2, CL -J, IN + I: 'V"P +6. EP + 11; RJyf -2

Advantages: B~rdlc Voice, Good-Looking, Low-Light Vision, Resista n I to Age, Resistance 10 Disease, Spel lcaster Disadvantages: Elven World~icw

Ta lems: Bcdyeomrol + 3,carouse -2. dance + I, perception

+ 5, si fig + 2. snea k + 2; su rviva I + 2; pa im/draw + I. play instrument +2

Recommended Advantages and Disadvantages: Balance, Danger Sense: Curiosit}', Fear ofrhe Sea

Unsuitable Advantages and Disadvantages: Hard to Enspcll, Noble Birth, Soci~1 Charnetccn. Dwarfnose: Bad Hearing, Greed, Lame, Prone [0 Illness, Rage, Superstition. Vengefulness

40

DWARfS (AnGR._OSHim)

rigins/Spread: TIle dwarjs (WJIO cal! themselllf::! Angrosbim; a male dlVoif u an Angro!ho find II jl'nla/t

is Angrosha.r) ore on ancient pcople, hetr: 10 a proud hinor)' and Q fong lint of «nceston: Their skill ill smilflillg

IS '!'lel/dory ond their underground ~inf{dQm! are reputed to hold treasures untold. TIll: most important dwoif kingdoms CI111 be fOllnd ill th« AIII'il and Kosh Mountams, Iht' [ron Forest, the Ingro TOPI, and the Go!dtnrockJ.

Build: Averaging L4 paces tall, dwarfs arc not eXaCtll' large; however. they arc treng; rough. and Ion -Iived. Their bone and muscles arc: sturdy and their lung capacity i enormou . Their bodies are so heavy rhat the hnd it hard (Q ~ta\' aRoat in WIHCr. preferring to stay far aWlY from all lakes, streams, and oceans, A :!\\arf'. entire pride i In hi' beard, the plendor of which usually Jetermine hi reputation in rhc clan or tribe. Female dwarfs are of umlar build and sturdines as the males.

Dwarfen kin i often dark, Their hair runs the gamut from blond to red to gray to black. and their eye hine like gemstones.

Way of Living; Dwarfs prefer to live underground. ThC)' e among mel! clans in the tunnels and caverns built b their

:"rcat-great-ance tor . Here, they work their forge and hold their C"ouval -loud and lively happ [lings where the legendary dwarfen lie IS consumed in huge quantities. Clan and family arc at the ..rmer of , lily dwarf" life,

Females playa 'tlccial pare in dwarfen ociery for they are -_fe: Only one [emaIl! dwarf is born for cv~ry three males. The iwar6; worship Ingenmm [the god of the mithy in the human' • anrh on, kn wn b the': name Angrosh) as their sale deity, -egardmg him as their creator. They speak a common language

. led Rogolan,

Procreation and Aging: Dwarf: arc fatile: regularly dimughour the year. Pregnancy lasts for about 250 day , with [WJn • mplet being the norm. Dwarfs become lertile ar age 20 and Me ... ly rown at 3'). Th~y live fur up to three or [our hundred year,

r [Ales are wid of ogroshim who occa ionally have grown much der,

Mentality: While dwarf can be hal headed, mey an: by no

m.:-.&n impatient; quire ell opposite i true. Because of their long re 'pans, they have H differenr lien c of time than h umaas do,

• iev might spend ~cars working on 11 sin.gle weapnn on.!)' to melt - down again becsu e they don't like the de~ign any longer; A

_ arf may wait for years until he finally venture: forth tv ~Iay the 1..:..."<1 n mat wiped out his clan, but how terrible will his wrath. be

~c:n he finally face his foci Dogged persistence and stamina arc ernarks of an ' dwarf Indccr ion is unknown [Q memo Dwarfs ~ reliable as friend as well as foes.

peciaJs/Racial Abilities: D~ am are renowned or their

u zhne s, their ability to hold their liquor. and their dexrcriry _"'10 below the earth. they have grown accu torned to darknc

~!1d confined spaces. They starr acquiring a tborough knowledge of -nerals, ores stone, and mining almost from the moment of birth.

Lwy are ace mp!i hcd smith or are ble to detect architectural culiaritles such a traps or ecrer doors with uncanny precision.

Typical Name : Males: Andrash, Bengrarn, Ogrim, Rabagash:

Female; Agesha, Dare ha, Cudclnc. Xebnma. Ow rfs do nor h,IVC surnames: instead, narc idenri ied by giving their fathers name. while women add their mother' name (e.g., Lagora h,

on cf landrirnl. Dwarfs delight in giving male children a name

Marting with the ame lencr it (he father' name (e.g., Arbo 11, on of Araxash).

tarring Values

Hair Color / Eye Color: 'ce above

Height: 1.1 paces + 2d6 em (Range: 13-1.4 paces) Weigh I: Height minus 80, in greatpounds

Iodifications: AG -I. DE 1. T + 2. C + 2; VP + 12, EP + 20; RM-4

Advantages: Dwarfnose, Hard to Enspell, Low-Light Vision, Resistance [Q Disease, Resistance to Mineral POisons

Di advantage : Fear of pen pac or Fear of the ea 5, Greed ), Inability to Swim

Talents: wresding + I; athletics -3, (JIOUSe + J, ride -1, swi m -j, willpower + 2; orientation + I: tone lore + J

Recommended Advantage and Di advantage : Direction ense, Good Memory, Toughness: Fea r of Open Spaces, Fear of the ca. Greed, uperstirion, Violent Temper

ln uitable Advantages and Disadvantage: Balance, Bardic Voice.

Ccntortionisr, oble Birth, Outstanding Appearance, ocial Chamdeon; lausrrophobia, Fear of me Dark

CULtURES

The entries describing the cultures presented in the basic Jules consist of both a description and a section of game data .

Region de cnbes the exact part(s) of Aventuna where you can find the culture, while Way of Living tell you about thecultu re's society. \¥orldview and Customs help acquaint you with the culture's peculiaritie , while the Clothing and Weapons ccuon offer' hint on equipping a hero. Portrayal provides tips on how to role-playa member of this culture. Finally. we provide a few 'ample names.

As with races, culture have been given starting values

that you will need Juring hero creation. Th entries al 0 li I

the Gencrarion Points au need to spend if you want to playa hero from !:hi culture; the more advantages a culture offer, me more cxpen ivc it i~.

At the end of each culture description, you will find a lis! of professions that call be chosen.

Although tcchni aJly not correct, this term i used

to describe the citizen u( [he Middenrealrn (in it more

narrow sense, Garetia stands only for the central region

of the Middenrealrn CD ornpassing the imperial city

and it immediate surroundings). Still, rince thi term i indiscriminately used throughout venturia in its broader meaning, we see no reason not [Q do 50 here. The Middenrealm

41

HORf\.siAII

42

FourrtLAIIDiAIT

IS the large I political emir)' In Aventuria, panning rnore man 1,000 Middenmilcs trorn east [0 west. The: customs of irs inhabitants \ary accordingly within most: boundaries.

Region: From the $C:I .f the Seven Wind' bctw 'en Havens and Grangor to the C] t up to the Black Sickle,

tne Troll Peaks. and the oca .,'Pearls at Perricum in the

a t: thi vast area holds al I ~d type found in moderate

rmates, as wei! as all terrain c.-tures from plain [0 -::::oumain. and from swamps tepp.:: .

Way of Living: ~proXlmate!y one-eighth of ~hddenre lmians live in aeeth=-rwice as many as in other cities of the rea I m mbined. The burghers """~e a living on crafts and rading, or barely make it 11 ~' .. laborers. Most people of

,\1iddenrealm, however, ell in the countryside l.I1g ofT the fruits of their J . Goat and chicken'

are everywhere, even in the alleys of Gareth, and most farmers n..u1agc to own a brood sow as well. On the other hand,

nmg a cow means that you're w<!::tlthy. and eating venison is - .lJ'd)' a noble's pnvilege,

;\!iddcnrealmia.n sooery is feudal, with the lower

I!iry-nobles and knigh forming the basis of the feudal

Mramid, with the emperor In Gluerh at' its top.

Worldvicw: The world lew of all Caretians can be Jmmarizcd in three phrases: The supreme powers are the

~. clvegods, the Empire is based on divine right; and tile orasians arc de ectors, These tenets serve to unitY the 'ldlviduaj provinces. The farther away from the capital you travel, however. the less the ruler's mfluence i felt. Instead the ;-rovlnciaJ lord or the local nobility get the people's atrenuon,

The cultural and topographical differences between the ~\,jnce arc tremendous (sec also The Continent ofAvtl11ttlria. beginning on page 142). This is, of course, reflected in the

~ pulation's worldview For instance, the Albern.ian live in the xnd offairy and will blame all their troubles 011 these magical ~:t: .. rures (they do have a omewhat mischievous nature}, while

nffinforder rend CO blame the recent rkstorm for all lhc nils of the world.

CU5!Orn : Huge differences arc found between provinces, \0 a by examples \ ill have to suffice.If an Albernian send

ou on your way with a wish for you to "walk the hard way:' '!us has quite a positive bent, for that region's western parr i covered in swamps which don't allow for errors in traversing them (rhus, [he hard way is the safe way). The mountainou

province of Ko h is not renowned for it wealth. Calling someone a "Kosh baron" actually names rum a pauper. Typical of the Kosh Mountains arc the many small piece of craftsmanship that are fashioned during the winter months and brought to the lowland in summer by traders cal led .. dosser chap ."

In Darpaua, where hospitality is highly valued, Travia is worshiped above all [he other Twelvegod .. In the rich and ferril area around Gareth where life under the "divine order" has always been good and the nobrliry

is never far away, the cult of Praio is m r prominent.

On the fir t day ofthe moon ofEffcrd (the "day

of water"), the Festival of the Many-Colored Lights of Pcrricurn rakes place in that port City. Thousands

of small rafl , laden With burning candle, are ct onto the Darpai to drift.imo

Lilt: sea. The: Empire's mo [ irnportanr fesrival is we urnrner Sulsri c Celebration on I Praios: or almost equal importance are the ational Holidays from ro 9 Rondra (whi h recall [he victory over [he Old Empire of Bospa ran) and the Festival of words on I') and 16 Rondra, during which large tourneys an: held everywhere.

Clothing and Weapons: The common folk usually

wear linen shirt. doublets, and woolen trousers (or skirts lor women). Those who can afford it. rhough. dress after the lare r Garethian fashion. urrently, court fashion consists of calflength pleated cloaks, knee-length rrou en, stockings of finest wo 1. shoes with only a few buckles, and :J cap. often with feathers.

The Middenrealm cia. ical znd mo t commonly u. cd weapon is the long sword, also called a knight' word. In wooded areas, hunting weapon such as the spear or bow arc quire common. In the larger cities of the realm, all the weapon that money can buy are available.

Portrayal: Garetian are down-to-earth, god-fearing, and ra her conservative .. And yet, the huge variety of custom and subcultures gives you a IOl ef leeway in portraying your hero.

l\ Garerian is the ideal choice (or any new pia cr. imply avoid words that JfC too modern (cocktail, infotainment, dude, and so on) and take: care to use the more "old-fashioned" form of address of"thou" and "thine" to make: your language sound more Avenrunan, One of'ehe most prominent characrertrairs

of Garerians I the need to set them elve apart from the Horasians, Garetians view themselves as more honest and more

43

ethical man the neighbors of the Vinsalt Kingdom. whom they usually regard as fop.

Typical Names: 'lale: Alrik, Fingorn, Gerion, Pagel, Praiodan, tpien, Ugdalf; Females: Alinde, Fiana, Harika, Maline, Traviane: Surnames; A1dbridge, Bcrlind, Helmick, Lowangian, eonecurrer, We ring.

StARjinG VALVE Generation Cost: 0 GP

Combat Talents: Bows or cro sbow + I, brawling + I, daggers + J, in fa ntry weapons + 1

Social Talents: Etiquette + I. human nature + 1 sireerwi e + I

Lore Talents: Heraldry + I , legend lore + 2, rdigiou lore

+1

Language IScript: other tongue, Garerhi (CL -2), Tongues (Tularnidya or Rogolan or Isdi.ra) + 3

Artisan Talents: Farming + 1

Pas ible Profes ion : Burglar. explorer. hunter, magician, mercenary, messenger, mountebank, physician, pirate, rogue, scout, warrior

HORe-SiAll EmPIRf,

Region: The Horasian Empire rretchcs rrom ,rangor to Or81, and is bounded by the . ternans and the Goldenrocks to the cast, The Cyclops Island an: also under the Empire's

i u risdietion.

Way of Living: The Fairfield. ituatcd between Granger and Ncctha, is the heartland of the Horasian Empire. 1£ is [he mo t densely populated area of the Middenrealm-nowhere

cl e will you find more cities on less space. ( or' that you till cannot compare The Fairfield to today's conurbation; even les densely populated states like KaJ1Sa~ still have more people per

quare rnilc.)

The fre fam,cr arc able to make a fair living becau e they can easily sell their produce in the large cities. The townspeople, on the other hand. hve on craft and trading. The Horasian Empir is also known a a haven for teachin and progress, and thus quite :I few people earn their pay a aide to scholars or work in the "manufactories." Even the Horasian Empire has its fair hare of beggar .• h wever, living off the charity of the well-to-do.

The Fairfield is also the most influentinl trading center of Aventuria' WCSt coast. Good from all around the continent can be badin irs harbor and many an item totaHy unknown to Garetisns is old hat for Horasians, or at least available in the markets of Grangor or Kuslik even ifhighly expensive.

Worldview: he Eagle Thron j (he center of th world and all Garerians are rebels and barbarian. The Fountlandians an: barbarians, as well, as are the Anderga tians and

. os tri1I!1S-weJI, your tandard Horasisn doc displa at least orne arroganee ....

Hor;~sian value their freedom. 0 other place in Avenruria holds as firm a ranee against slavery a doe The Fairfield, uF!' edam" includes freedom of the mind' it i no accident that the most important temple of He inde, goddess of wisdom, i found at Kuslik. The Horasian Empire has also

become a popular place for holding scientific meetings and congresses,

Ancthcr traie comrnon to II Horar ian i their love of life; tncy arc truly free spirits. The main temple dedicated to Rahja sits at Belhanka. The. wines from The Fairfield, especially the tickling Bo paranjan, are renowned aero' all of Aventuria. And if there i one fashion center on [he continent, i i Vinsalt, not Gareth,

The Horasians share the Garerians' belief in the

Twelveg ds, bur til are far m TI"- tolerant of other faiths. unique feature of their spiritual world i the worship ofHoras, legendary first emperor of the Old Empire ( ee the chapter

on Emp rors, Arrnie . and D mons t rting on pa e 146)

a a derni od. His culr is m r popular among nationalists. some of whom have even resorted to attempts 011 till: lilies uf Middenrealmian merchant hou ses or ambassador .

Customs: In The Fairfield. free rpirit runs high.

Therefore, W~ will concentrate on customs of pleasure and entertainment for now. The Fairfield i the center of the

venturian world uf sports. The mOSI popular team port i. called Imman.Ji was brought to the Hnrasian Empire from the north, quickly getting a foothold End finding a more than enthusiastic audience. Another favorite pll Lime i ipping good wine and phlying Riva, II game that pit tWO lOy fleer of ivory and ebony against each other,

Mu ie and dance ale valued throughout the Horasian Empire and are exported TO the rest of the world. Th rat of litera y even among the common people i high indeed.

Other a rts <I re held in high esteem a well: j ntrigue, for instance. Everybody who wants to be omebody mu t become a member of ar lear one secret lodge. ot- so-secret brotherhoods a 150 exist, such as the Society of the Friends of Ave s, which counts among its member ~JJ tho e who can afford to travel

for heer pleasure or [0 upport expedition. into the remote t COTner of the continent, (Aves, a demigod, is the patron of travelers and fortune seekers.)

lorhing and Weapon: ammon people favor long hirt and !IOU ers, but owing to the mild climate fabric are lighter than elsewhere. Wide lace collars and corsets are typical of the HOTa ian Empire.

obles, as well a tho e who wi h to look "better 0IT." usually fall prey to new fa hion [rends, however ridiculous they m~y be. For instance, a male noble often wears a long, laced brocade jacket wide knee breeches, hi h oats, and a widebrimmed feathered bat. Ladies wear re plendcnr garments with narrow wai ts, opulent skirts, and daring necklines. Even women of tanding. however, may be seen wearing comfortable trousers and boor ar times.

As for weapons, dagger as well a fenci ng wca pons such as rapier or foil. are most popular,

Portrayal. Hora ian are fully aware that they live in the most progressive nation in all of Aven ru ria. which fills them with pride (and some measure of arrogance, too). Apart from this, Hora ian like to look beyond their own country, ro study the politics of other realms, and even regard themselves as brothers and sisters ro all their fellow Avcnrurians, But make no rrusrake-s-thrs role erves II big brother' or si tel' , for who want to be on rhe arne level as a lowly Garerian?

Typical Names: Hom ian names ound softer than Garerian ones, often ~HlI'.ing more vowel (c.g., Ta silo. Darien,

44

Alnco, Anrca, Rahjana, Naila}; for per ons of standing, urnarncs arc often introdu cd with an infix (ay, di, ya): - vonio ay De ca, Lutrea ya Baltari, Lorion di abazzo,

tARjiITC VALVES Generation Cost: 5 GP

Combat Talents: Brawling + 1, crossbows + I, daggers -1 \ fencing wea pons + I , in Fd n try wea pons + 1

Physical Talents: Dance + I, swim + 1

Socia! Talents: Etiquette + 2, fast talk + I, human nature -2, educe +Lstrcerwise +1

Lore Talent: alculare +1, engineering + I, historr + I. \ + I,legend lor +2, religious lore + I

Language IScripts: Mother tongue, Garethi ( L-l)

rice (Ku lik Script) + 2. Tongue (Tularnidya Dr olan) 5

Artisan Talents: Farming + I

Po sible Professions: Burglar, explorer, hunter, magician, rcenary, me sengcr, mountebank. physician, pirate, rogue, IU[, warrior

Fovn n.ano

Region; The Fountland is bound d in the: south by the

of Pearls and the Dragon Stones, in the east by the Brazen on), In the we t by the Green Plains and the Red SickJy, and ~ the: north by the orth Weal Downs.

Way ofLiviag: The Founrland is a noble's republic. r. cry five years, the obles' Conclave: at Fesrum chooses a

• c>bk ~ tar ball who represents the Fountland to other nations , al 0 serve a the nation' chief warlord, The real extent

. til power i based on his individual authority, though. anmg that ofren the title or oble Ma rshall is no more than c a urle, If the ruler IS weak, nobody will reall abe. him,

_' .udle .~ or title,

Every noble i proud of hi title. Thi pride of place is ud! [hal even the poores15q ui rc, who U1 USt earn h is Ii vi ng by ~ng boors in the streets cf Festurn, regards even the richest chant in all of Aventuria ,IS nothing more than a mere .nrnoner.

The nobles have sbsolure power. Most Fuundand people "t: farmer in bondage, whose far is tied LO the will of their er, the bronnyar.

In the countryside nd in the cine, dally life runs irs

- ar e as it doe in the rest of Avent rria, Fesrum, the capital ,- the Fountland, i me third large: t city in Avenruria; it even .• ItS own goblin qmmer. However. the redfur are allowed work only in unpopular profession such as tanner or rat

- reher,

Another remarkable feature of ehe Foundand is its

:amou. winter. It i especially severe in the northern region of _ uya.

Worldview: The farmers regard the Twelvegod as the ,he t auth dty of all, but their bronnyar comes a close cond. There exists a love-hate relationship between tarrner .lnd bronnyar: on the one hand, the farmer dislike the ronnyar for the atrocities he commits, but on the other hand, ~e farmers are proud to do whatever they can [0 help their

~ rer prosper, for thus is the will of the gods. The bronnyar. in

turn, customarily regards his er 5 as lazy and sly, and this is all that need [0 be said about the eviryan farmer and how they ee the world.

l n Fe (urn hough, things arc quite: dit erent. ince thi port city maintains a Large merchant fleer, new rom all over the conrincnt i of the nighest intere t.

Customs: "Hitting the bottle like a Seviryan noble" has become a popular saying in the northeastern Middcnrealm, To puc it mildly, the phrase describes an overindulgence in alcohol, All aero s the Fournland, "Him's Dance" i well known, Thi is a children' game: at the fir t sign of now, [he children

ing and dance, greeting "Ifirn' tar" (i.e., the snow Rake, which were named afrer Firun' mild daughterl.ln reward. they are handed "Ifirn's lice ," brown bread covered thickly in beet weed and preciou white ugar, true delicacy compared to their u ual diet of cabbage 50UP,

Clothing and Wcapoos: The farmers in bondage wear frocks and can usually alTord no mOIC than straw shoes,

which they cover in rags come winter [0 prevent their toes

from freezing. And even if thq hould acquire some money, they arc only allowed to wear whac is pro cribed In [he strict Fountlandian dress code: for fur, they may wear only dog, ar,

r g at. Free Fourulandians are ornewhat better of[, as tlley may wear rabbit. However. lynx, ermine, and bear (as ben exemplified by the famou tall bear skin caps) are reserved tor bronnyar only.

Portrayal: The average Feurulandian is good-natured

and friendly, but farmer' lend to be conservative and stubborn. Townspeople, on the other hand, are more open co new ideas and have good minds for business .

All Founrlandians have heard torie of restive serfs being dragged by a bronnyar's hors ,breaking all the offender's bone ; most have actually seen it happen. This makes rh m wonder abour the rnildnes of Garetian carl, who convene a court es: ion before curring off the hand of a thieving farmer.

All Foundandians shar a fear of'rhe long, harsh winter-s-a winter you can survive only if you have prepared well. Founrlandians have been known [0 buy fur hats and thick wool fsbrlcs in midsummer in the Fairfield, JUSt because "the early Founrlandian never geTS cold in winter."

Typical Names: Males: Baeryan, Co!yev, Orshin, 'Wulfen;

Female: aye ha, T,veika, Yaonei . urnames: Arauken,

Laronov ever kyo

tARjiITG VALVES

Generation Cost: 0 GP

ombat Talents: Brawling + I, dagger + I. throwing

knives + l

Physical Talents; Carouse + I. dance + I

Social Talents: Eriquerrc + I, human nature + I Narure Talents: Orientation + 1, survival + I

Lore Talent: Legend lore 2, religion lore + 1 Language /Scripts: Mother tongue, Garethi ( L -2)

Tongue- ( ujuki or Alaani) one +6, the other +2 Artisan Talents: Farming + I, learhercrafr + 1

Po sible Professions: Burglar, explorer, hunter, magician, mercenary, messenger, mountebank, physician, pirate, rogue, scou r, warrior

45

Region: The Thorwalians have settled along the coastline of the. ea of the even Winds from Kcndrar ro Olport, ineludmg the Prem Peninsula and the Olport tones. Thorwaiian quarters have also sprung up in many other port cities, sometimes even distant ones.

Way of Living: The Thorwalians engage in only limited farming and herding; instead, rhey have pledged themselves

to the endless seas, roving all across the Sea of the even

Winds (and often other oceans as well) as pIrates, traders,

and fishermen. Their ships, slender dragon ships or Ottas,

are highly maneuverable, ver robust, and eared everywhere. Thorwalian pirates not only attack other ships, bur al 0 plunder coastal villages and small port cities.

Both sexes are absolutely equal in Thorwalian soc ieI)'.

It's common (Q see a red-bearded male, lWO children in his arms, standing on the 411ay and waving his heavily-armed woman good-bye. hoping for her sate return [rom her raiding expedition. Middenlanders who express amusement at such behavior have often had to sec the dentist shortly afterwards.

At the core ofThorwalian society is not the family or dan, bUI the ship's community, or Olul)'asko. The e grou] 5 of torty to fifty men and women take to the seas in ummer on one boat and share long houses in winter,

Worldview: The people ofThorwa! worship Swafnir, SOil 01\ ar geddes Rondra and sea god Efferd~ who roam the waters in the shape of a huge sperm whale.forever locked into ficrce battle with the: giant snake, Hranngar, Should Swafnir's strength ever falter, the end of the world will be nigh. For this rca on. Thorwalians hold all whales and dolphins in high esteem and hate all whalers. They arc a freedom-loving people who abhor slavery and slave holders. especially the Al'Anfians. When they decide to raid a village of Horasian invader or capture 11 merchantman or an AJ'Anfian torturer, they do not regard rhis as real piracy at all.

Customs: Aparr from (perhaps] the people of northern Fountland, Thorwalians hold the absolute record in liquor consumption throughout Avenruria. The most infamous or their brew is [he Prernian Fire, a turnip liquor (or s hnsps) rhar burn with a red flame (and in a person's throat as well).

Another typical feature of the Tborwalians is their colorful tattoos, of reo in rhe shapes of whales and dolphins.

Bath houses can be found everywhere in Thorwal, nor only in citie and villagers, but in almost every farmstead, These arc u ed for ritual washings with cold water (and in win er, with now). Afterward. Thorwslians congreg,ltc and shov their kin hip in a common warm hath.

Thorwalians arc a superstitious people. They often wear a whole slew of amulet around their necks, thus hoping to

b protected rom all kinds of evil imaginable. They al 0 sew protective runes onto their clothing.

Clothing and Weapons: Thorwalians lik..: to combine their classic gannems (woolen trou crs and linen shirr )

with gaudy, extravagant clothing they have taken a' plunder

or bought in a foreign marker, Heavy belts and girdle with ornamented buckles as well as leather doublets and bodices are typical, as are high seafarer's boots and broad bracelets. Except for differenl shapes and sizes, men '5 and women's clothing does not differ.

Thorwalian love axes of all kmds and types; especially typical i the "feretooth." a pecral type of throwing axe that they learn to u c rrom an early ag . They also value edged weapons such a sabers and cutlasses, sometimes earrylllg enough ofthe e to equip a small army. Armor is regarded

3:> cumbersome (and deadly when aboard ship). Thus,

Thor walians rarely wear armor heavier than a quilted leather tunic or a "toadshidc," a leather vest studded with heavy rivets.

Portrayal: Playing a Thorwalian IS quite simple and highly suited ror beginning player. Just blend straightforwardness, pugnacity, and the ability to hold enormous amounts of alcohol wn b a love of raw SI rcngth. Add a bit of scl f-conceit a nd there's your hem. Sure, upersticion and sudden gloomy mood swings will ornetime creep in. but th Thorwalian who runs awa} from a problem has not yet been born.

Thorwalians are proud oftheir traditions and would

never pan with them. They arc proud of their parents. their people, and their Onajasko. Not a Thorwalian exists who could ner talk about the heroic deeds of her ancestors or her ship's community for al least three days.

StARjinG VALVES

G aeration Co t: 10 GP Modification: EP +2 Disadvantages: Superstition 5

Combat Talents: Brawling + 2, Axe Mace + I, throwing

axes +2

Physical Talen Is·: Athletics + 1, body control + 1, carouse + 3,.

swim +3

Nature Talent: Bind/escape + I, fish + 3, orientation + Lore: Talen t : Lege nd lore + 4, religious lore + I, sra rcraf + 1 Languages/Scripts; Mother tongue, Tho.rwalian (CL -2),

second langtlage, Garethi ( L-4)

Artisan Talents: Boats + 2, seafaring + 2, woodcraft + I Possible Professions: Hunter, magician, mercenary, me~senger, mountchank, phy ician, pirate. rogue, scout, warrior

m HATIADIstATI

Region: Mhanadistan i the name for the highJands between die upper run of the River Mhanadi and its tributary, the River Gadang. This is the heartland ofTul.amidyan culture.

Way of Living: s Tulamides, the Mhanadi rani have

no concept of nobility as found in the Hora ian Empire, me Middenrcalm, or the Fountland, Social standing and polincal power are ba ed 'oldy on wealth (and possibly also on magical prowe ), nor on the grace of birth. Thu , the office of duke or sultan bas become hereditary only because the Mhanadistani assume that me money entirling the former holder of office to

his rank remain in rhe family. .

5 everywhere in the world, townspeople live on trade. crafi, and (to a large parr) on hegging. Those really desperate for quick cash often hire on with the EI-Achami Academy of Mental Power, probably Avenruria's most infamou. hool of black magic, [0 take p~rt in some "hum less" experiment.

The banks of the Mhanndi provide enough millet lind wheat to feed the large city ofFasar. umerous brooks and lake cri cross a countryside [hat is also rich in livestock farming.

46

Mhanadistan is thecradle of the ancient Tulamirles.vhe Jim human civilization of }\v en tu ria. The Tulamidcs were later subjugated by the advancing Gyldenlanders, No more. than Z(lO

ears ago, the country was still pan of the Middenrealrn, bur ;:lnJi!y managed 10 gain independence. The former baronies and dukedoms then degenerated mTO a collection of vill:lgc >Utes that are usually ruled by a so-ca lied "bey"

Worlclview: The word Tularnidc simply means "human," nd thls is how the Mhanadistani view themselves: as heirs to znose who created thefirst human civilizarion. This is in sharp contrast to the war-mongering Gyldenlanders, who don't have D\' sense of beauty or aesthetics.

Wealth means power and prestige and is seen as a highly .lC5irable goal, if not the only goal worth pursuing This view ::...s led to an open battle between those with property and those

"Irnout property Nowhere in Aventuria will you find larger ~ds of robbers, some of which rca, h rhe size of small armies. ~.!".::ordingly, estates have been turned into veritable fortresses o ' ... ·a rd off this consta nr threa t. A brigand chieftain who has 'JlOl.ssed 1:1 fortune by constant successful robbery might weI!

~ome a respected member of society, wbile an estate owner

no has lost all in a raid might suddenly become an nonperson.

Most Mhanadistani believe in the Twelvegods, bur lire also eeen to other religions.

Customs: The Tularnide races arc polygamous, A man ~'( have as many women as he can manage to feed, He must declare one of them his main wife, the Shanya, who acts as ":.C.i.d of the household and may even inherit her husband's

ver in the event of his death .. This is nearl)' the only

'1lble way faT a woman to achieve a position of infl ucnce.

- -n~cqucnr1y, it is quite uncommon to educate women in ways

-ond housekeeping, with certain exceptions, such 3S dancing.

:... recent rimes a nd in cities of a more "Middenrea 1m ian" bent u.c.h as Kunehom, though, "housekeeping" ha~ taken Oil the xlnional meaning of"bookkeepi.ng." And the-exceptions as rq:ards magicians or the cult of the Twelvegods are legion.) _qomarily, husband and wife are promised to each other in Tl~' childhood (and in some cases. even before birth).

Slavery is allowed by law and is quire common. Even Co:'>C Mhansdisrani who cannot afford to buy a slave enjo)' .... "1D1lg the slave markets, both for the colorful sights and the ~cc to see a large number of splendid. half-naked young = and women up close.

Clothing and Weapons: ,J\.l.I Tulamides like fine. colorful ~ ncs, A number of different fashion in fiucnccs mi.'( in the !1l.ILIadi valley: knickcrbeckcrs, short doublets, flowing

tans, lace collars, and tunics are as common as turbans, bead s:znes, and straw hats.

The typical weapon of the Mhanadrsrani is the &.u:.chomer (a type of scimitar) and its larger cousin, the

ubJc Kunchorner (which must be wielded 'with both hands), -\ 'mailer curved dagger, both in liglu and heavy versions, is ........ -a quite popular, Scale and ring mail arc favored over alJ O'u1l::r types or arrnur,

Portrayah Role-play your Mhanadistani as tolerant, genrle, ... =d friendly. He i~ no miser, has a sense for pleasure and the

'<" a rrs, and is fond of ft-sri viries, If his friends are short of ;::;one)" he has 00 problem paying [or them.

00 the other hand, he docs have an exce Il em eye for .ssmess aridan instinct for gaining advantages, Blackmail

is iust a peccadillo for him. and the property of others is not nearly as sacred as his own. He never indulges in common Iheft though, but instead cheats his business partners In ways bordering on fraud, His quick tongue ib one of his mOM

valu ~b Ie 35,<;:[5.

You understand the obvious ben~fi[s of slavery and the proper behavior of women, and may fed moved to share this wisdom with your companions on occasion

StARtinG VALUES

Generation Cost: 0 GP

Cornbat Talents: brawling + 1, dagge rs + 1, sabers + 1 .. wrestling + I

Social Talents: eliqudte + 1, fast talk + 2, hu rna u nature + t .. sed uce + I, strcetwise + I

Lore Talents: boardgames + I. legend lore + 3, religious lore +1

Laaguages/Scrtpts: mother {Qoguc. Tulamidya (CL -2), second language, Gareihi (CL-4)

Artisan Talents: farming + I

Possible Professions: Males: burglar, explorer, magician, mercenary, messenger, mountebank, physician. pirate. rogue, SCOUl. warrior; Females: burglar, possibly rnagician, possibly messenger, mountebank, physician, possibly pirate, rogue'

nOVADis

Region: About half of the Novadis can be. found in [he Khom Desert while the rest dwell. in rhc large Cilic.'>, mosr importantly Mhcrwed and Unau. Punin, Kunchom, Selem, and even tar Fesrurn also have significanr Novadi comrnunities.

Way of Living: Tbe city-dwelling Novadis live on crafr, Isrming, and breeding stock, The de serf Novadis, on "he other hand, travel the Kham as nomads. A Novadi's wealth is in

his an imals, the most i rn porta ru of which is his horse, The only real horse people in Aventuria, [he Novadis can perform legendary stunts 011 horseback and are known as unsurpassed riders.

The sexes are not equal in Novadi socierv, While an unmarried girl still has some freedom, once she marries she becomes her husband's property, JUSt like his horse and his goars. In rare cases, though, a woman may find glory, power, and a reputation as iI warrior by acting as an Achmsd'sunni,

a she-avenger (the word has formed the basis for the Garetian term, "amazon"),

Worldview: The Novadis worship the Onegod, Rastullah, Some 260 years ago, he appeared to them in the oasis of Kef[, p:esenring them with his 99 holy commandments and ordering hIS people to carry forth the one true faith into the world. if need be with nre ~nd sword. The Novadis do not deny the existence of the 'Iwelvegods bUI see them as no more than vassals to Rastullah, who aspire in vain to positions as supreme deities and will soon be crushed for their insolence.

Customs: Man)' of the wild desert tribes haiJ slnngers with 3 staged mass charge, Those who turn tail and flee are ridiculed or even attacked in earnest, whde those who keep their calm are held )[1 high esteem and may chum fight of hospitality

47

~ mHAIIADistAIT

AnviL DWARf

LEA ELF

48

ITOVADi

Oursrdcof the Khdrn, the notion 0 f shadow combat, usually ptrformed in hidden places, has given rise to agrc:a( amount of speculation, It is both a religious act and an exercise, 'Of "he who pleases Rasrullah serengthcns mind and body." Shadow combat is usually done with a Kunchorner and looks Ike a battle against an unseen enemy.

Novadi table manners are also worthy of note: They cat by ~mg their hands, with the host hand-feeding U1C best bits [0 tnc honored guest.

Clothing and Weapons: The ovadis always vicar some .LI.nJ ofhead covering, such as d piece of cloth or a turban,

, r protection ilgairlSl the relentless desert sun. Loose, thin _&Imcnt:!l worn in several layers shield them &om the heat or tne day. Dcpcndi.ng on dan or wealth, !inen. wool. or even

oucade fabrics may be used, Novadis do not like to part with tneir clothing styles even when away fmm the desert.

Typical Novadi weapons are the Kunchomcr as welt as the zhr riding 5p~ar, the jadra, used while on horseback. Their ored fanged weapon is me short buw.

Portrayal: However far away from the Khom he may be, 'ovadi will never parr with his flowery language or with

.... pride or hot re.mpc.r. His love lor horses is proverbial, and sec 1 ng II noble breed of horse might JUS! make him forget that comrade has been in dire need of help for quite some time

.~ ....

'When a. ovadi feels insulted, trouble is sure to brew.

L nfortun:udy, even a stranger's casual glance may arouse his

A.l1 Novsdis are highly pious and always try to live up Rasruilah's 99 Rules. These govern a Novsdi's entire !ife ;.:nom doing anything to simplify it.

--ARjino VALUES

Generation Cost: 5 GP Modifications: CO + I, EP +2

Advantages: Direction Sense, Heat Resistance Disadvantages: Claustrophobia at leasr S, either Arrogance

- \ 'iolen r Temper or Venge fulness at leasr '3

Com bar Talents: Bows + I, brawling + I. daggers + I. ehns + I, jousting + I, sabers + I, spea rs + I, wresrl i ng + I Physica I Talents: Athletics + I. body conrrol + t, rcepricn + I, ride + 3, swim -I

Nature Talents: Orientation +3, survival + 1

Lore Talen rs: Boa rd games + 2, legend lore + 2, la w + I,

- ¢ous lore + I starcrafi + I

Languages/Scripts: Mother wngue, Tulamidya (CL -2) Artisan Talents: Boats-I

Possible Professions: Males: m~.giciarL, mercenary, -~nger, mountebank. physician, rogue. SCout, warrior;

- mules: mountebank, physician, rogue

-:-HE LEA ELf PEOPLE

Region: Lea elves make their homes along the ban ks of the ~ ers north ofthe Salamander Stones, mostly Oil the upper run .ne River Kvill, along (he River Lena, and along the midsomon,

Way of Living: Lea elves live in villages built on pilings ".he river meadows. The only known elven [Own is Kvirasirn

(sec The: COllllllenr of Auenturia, beginning on page 142). They live by hunting, fishing, growing fruit and herbs, and {f<lding with humans. Since they have a keen sense of smell, lea elves do nor like food that has been created by ferme:rmltinn or pucrefacrion. such as cheese or ale. Ndthe.r do they like milk, which should be reserved for young animals.

The dves have perfected many crafts, especially those offurrier, howyer, and woodcarver. Their sense for jewelry, ornamentation, and all things beautiful is legendary

Worldview: Like .. 11 etven peoples, lea elves do nor recognize. the human gods but instead revere "nurti" (i.e., life) and rt:~r "zcrzal" (clc:\ul). They regard themselves as pan: of the comrnuniry of all living creatures, and at me same rime regard all living bdngs as pan of themselves.

The human greed for worldly riches is alien (0 them and beyond their comprehension .. From their point of view,

a beautiful bow or a well-crafted RUle are treasures worth seeking, bur d pile of shimmering metal most certainly is nor. Besides. what can you do with it except fear it being stoleni'

Customs: Not much is known in Aveucuris about elf customs and pastimes. Although humans occasionally visit

df villages.xhey rarely stay long and are usually not invited

to festivals. Since elves have free and uninhibited love lives, marriages are rare, Those few that are known were glorious festivities, full of dance and song but rotally without e~'ting and drinking. Instead, the elves seemed to be cast into a rapture OnUS! for life bytheir innate magic and an inborn savageness.

Elves know neither laws nor courts of Jaw, rather relying on a natural feeling of right and wrong that imbues each and every dan member to value her fellow elves' opinions t:nough

to abide by their rulings voluntarily. The only punishment known (0 elves is banishment from the community. The sentenced elf continues to live with her tribe, but is shunned and ignored. The punishment usuaBy lasts fOf a limited time, and in most cases, a day is enough to make the miscreant see the error of her wa ys. In especia II)' severe cases, the punishment may be pronounced for life. Rumor has it that all elves join in a magical song that practical Iy removes the expelled elf from their eyesight

Clothing and Weapons: Lea elves fabricate almost all

of their clothing from suede or a fabric named "wad." This is extracted from the cononlike seed duster of the wad rush and can easily be dyed and worked into durable, water-resistant clothtng. Tbey wear shirts and trOUSCfS that Me usually form fitting and adorned with fringes, colorful embroidery, feathers, fur linmgs, or animal teeth. Typical of al! lea elves are rop boots of soft leather and the wad doak, a sleeveless runic usually dyed blue-gray Of green.

Elves WIll don armor only in true cases of emergency; even then, they avoid metal armor because they find it unfamiliar

.\ nd cu rnbersomc. For wca pon~,. elves prefer short bows .of ash wood (sometimes also manufactured as composite bows, made from various types of wood, bone, and animal sinews) and fencing weapons such as hunting rapiers and daggers.

Portrayal: Of all the elf peoples, lea elves are closest to humans and thus easiest to role-play. One thing, however, needs to be pcrlccdy dear: an e If is not human] She is more than a fighrer who can also lise magic. Thus, you should not take 00 the challenge of playing an elr until you have found your bearings in Avenruria,

49

A most cholars have surmised the elf race is much older than the human one. Elves have mastered an intuitive form

of magic that comes easily without long and arduous study. Because of this, they are usually wary of human magicians, not only those who dabble in the dark arts bur of proven "white: magicians" as well.

Elves find the notion of subjecting themselves to any mundane or spiritual authority as devoid of all dignity. They also abhor senseless cruelty, even wheo committed against their rna t hated enemies. They always voice these opinions clearly and loudly, and are often prone to ironic or even arrogant remarks about their perceived failing of the world of human . A correctly role-played elf should now and again find herself

in trouble due to a careles ,arrogant remark about he strang cu toms. nd behavior of her human companions.

StARtinG VALVES Generation Cost: 25 GP

Disadvantages: Inability for Religious Lore Combat Talents: Bows +4

Pbysical Talents: Athletic + I, body control +2, climb I,dance +2, hide +5, sing +2, neak +J swim +1 Social Talents: educe + ,streetwisc-2

ature Talents: Fish + 1, surviv I +5, crack +3

Lore Talents: Animal Lore +2 arcane lore" +3, law-2, legend lore +2. plant lore +3

Languages/Scripts: Mother tongue, Isdira (CL-2), second language, Garerhi (CL-4)

Anlsan Talents: Bowyer +2, leathercraft +2, play instrument + 3. treat poison + I, woodcraft +2

Spells: pel! GP equal to (CL+ I ) x ~ points; may be

u ed to improve all eiven heritage and general spells as per column A; pcll activation co tis 5 Spell GP. maximum SP at the beginning of play is 10; guild magic pells arc unknown to elves and may not be learned.

Possible Professions: Legend singer, ranger

• Elves are able to usc and advance Arcane Lore without having to meet the minimum Re.ad,I'iVritc requirements as listed in (he Talent description.

tHE Anvil DWARfS

Region: The mountain kingdom ("mountain freehold") of Woodward in the Anvil Mountain. is home [0 the anvil dwarfs. Some clan who have retained the anvil way of living have enled in the Darkencrest, the Thash Mountains, the Maraskan Chain, and the mountain ofKunchom.

Way of Living: Anvil dwa rfs I ike to brawl, dri nk, an d smear their bodies with a pasre of far and coal dust (which makes them look prerry dirty)-in short, they conform to every dwarf cliche ever pur in place by human and elve . Their underground sertlernenrs look like fumi bed mines, often illuminated only b)· the fires ofth forge.

Worldview: Well. omething exi t utside the dwarf citic . but it is the faceless, imper onal world of the humans. Once there, you can get into trouble im ply by jostli ng one of tbem and you have to pan wim grear-grandfarher's ax before entering a simple tavern. This docs not mean that dwarfs shun the world of humans, thougb. Quite the contrary-many anvil dwarfs go

adventuring "fur a good bashing." till, they really feci at home only among their own clan.

Mentality and Ponra a1: The dwarfs 0 the Anvil have always maintained a en e of independence, even from

the other dwarf races. Their King Under The Mountain, Arombo!osh, is regarded as one ofthe wisest and mo t capable of all dwarf rulers alive. Anvil dwarfs arc not only renowned for their skill in. weapon smithing (even. among other dwarfs), but also Ior training the best fighters dwarfdom has to offer. They have squared off valiantly against enemy after enemy since time immemorial, nor even hying away tram mighty dragon. All thi makes them even prouder and more self-important than dwarfs arc ordinarily imagined to be.

Dwarfs can beunbdi vably tubborn, Even if you'r

u ually willing to compromi se, your dwarf should every so often be rock-headed enough to bring the rest of your party to the brink of despair (' We will do it 2151 say. Father did it mat way, and Grandfather before him. End of discussion!").

Dwarfs are not [ust small humans; we cannot stress thrs enough. Please do not turn your dwarf inte a small, fearless copy of a human warrior. Instead, you should try to get into

the dwarfen frame of mind and mpha ize the character's

alien nature. Try to imagine how it feel LO walk acres c a unny meadow if you dislike sunlight (and meadows, for that maner), Imagine the colorful cu rse - your hero ill ight pit from gritted teeth in such a situation. 11 the other hand, let your dwarf marvel at the sight of an ore vein or let him forget a bout hi' surroundings for a few momenrs while gazing at ~ perfectly crafted marble statue. And never forget that calling out, 'This might be dwarfwork!" i the highest praise a Jw:uf can deliver.

Clothing and Weapons: Adventuring dwarfs favor their personal chain mail shirt (handed down from their forefathers or forged by th rnselves) as their chief garmenL Beneath the armor, a dwarfusually wear. rvicable clothes, [hick woo! padding and over all, a cloak ofhide or cloth. Dwarf never rernov rh ir armor neither in hOI summer nor during the night. A::!. and hammer are the dwarf' classical weapons; they are generally used two-handed. Only younger fighters employ a shield and men only in combination with ShOTT weapons (heavy dagger, hatchet, ShOTT sword). Dwarfs find human two-handed weapons far too unwieldy for their own use.

tARjtOG VALVE Generation Cost: 20 GP

Combat Talents; Brawling + J, crossbows + , Axes &

Mace + 1. two-handed Axe' . Maces + I, wrestling +2 Physical Talents: Athletics + I, carouse +3. climb + I Social Talents: Streetwise -2

Nature Talents: Vleather sense.-2

Lore Talents: Appraise +3, engineering + I, legend lore +2, religious lore +2, stone lore +2

Languagcs/SCI'ipts: Mother tongue Rogolan ( L -2), second language, Garethi (L )

Artisan Talent: s : Blacksmith or stonemason + , light engineering +2, mining +

Special Abilities: Armor U e 1 (chain mail shirt) Possible Professions: Explorer, mercenary, messenger. physician

so

Pnor-rsstorrs

An Avenrurian "profession" is not what you would CXpC(l in ~I of the modem usc of the term. No professional burglar or ~e would ever ldenti~' this career when a ked what they do for lll'lng. The: analogy faUs completely Rat when we think about lea crves, who do not even understand the cone pI of a "job." Instead. hero's profe ion describes ~ bilt she was doin before she decided :"D 0 adventuring, in tile most genera! nsc, Maybe she held an renticeship somewhere or even had academic training; maybe

e had to fight her way through the back alleys of a large city,

mg how to beg professionally or how to cut (at rnerchanrs' ~une strings. Whatever hCT actual background, we refer to i[.Is her ~ fession. Professions provide an important influence on a hero's 3rt! ng values.

In me hsnngs below, some profession show items or

ndnion indicated as" pecral." An thmg listed in this category not dutomaticaUy provided 10 the character through purchase the profession. The nem or feature is pureha ed automatically 'ever, if the character lakes the" peciaJ Item" dvantage. Items under "Equipment" come automatically with the chosen

BVR._GLAR_

Treasure in Aventuria hal> always been distributed unevenly, bur it's all there for the taking tor those daring few who know how to get it. ThIS

is not only the creed of the backaUey ell tpu rsc , bur al 0 of other, more refined con artists, While the cutpurses wait for their targets to come to them, burglars simply break and enter into the villas and palaces of their noble prey. SLUe, me risk IS higher, but the results might be that much greater.

Many burglar steal nor only tor their own gain but also to pay to Phex god of thieves and merchant hopi ng that the coins donated may one day pa}' off. Many a Tularnldyan tale speaks of _.~-plcasing thieves whc, .in the end, achieved wealth and even J ce's (or sultan's) daughter's hand in marriage.

=. JR.r.LAR.(O Gr)

uiremenrs: C 12, AG 12. DE 13. 0 nor more than 7

~ mbat Talents: Daggers + ,throwing knives + I. wrestling + 1 ical Talents: Acrobatics +2. athleri +2. body control +5, climb +6, bid +5, perception +2, pick pOCkClS +2 sneak

+5, willpower +2

~ ial Talears: Human nature +!. masquerade + I. streerwise +4 .... arure Talents: Bind/escape +2, orientation +2, track + I

t.Drt Talents: Appraise +4, calculate + 2, engineering +!

Arti an Talents: pen locks +7. paint/draw +2 Recommended Advantages and Disadvantages: Connection; Greed

Unsuitable Advantages and Disadvantage; Bad Hearing,

Clau trophobia. Fear of the Dark, Lame, ight-Blind Equipment: Dark doming, dark hood or cloak, dark glovc$. 5Cr of lockpicks, lQ paces of rope, grappling hook, belt with hangers and loops, hidden dagger

pedal: Connections co her heme region's underworld (fence, beggar in the know. and 0 on) for a lO(al SO of20 (apart from tbis, treat like the Connection Advantage)

EXPLORJ;R_

Explorer' spend most of their

time in ruined temples or dust}' libraries. They arc alwayssearching for cmething=-new methods of engineering, rare plants, or longforgotten manuscripts. They research the genealogies of the mighty or scour remote jungles for treasure. Their main u e for all this knowledge and all me c findings is the historical value. and this often gets explorers into trouble with less honorable (and ,-n __ ....;..=;;;..IiiiiO..;'i;""""" greedier) treasure hunters.

Secrets of an}' kind seem to magically attract explorers, and they are prone to making monologues abour their favorire research topic for hours on end, regardless of all}' listener . They tend to

be somewhat less familiar with the more practical aspects of li c and mu t rely on others for help with minor i sues such as defen e against enemies. Their companions rarely complain, however,

for in return the usually get important translations of warning inscripuons in ancient temples or sound legal advice when in danger of being thrown In jatl.

EXPLOR.ER..(IO GP)

Requirements: CO II, CL 12, IN 12. 0 at least 7 Combat Talents: rossbows + I. staves +2

Phy ical Talents: Body control + I, climb + 2, perception +4, ride +3,swim +1

ocial Talents: Etiquerte + 3, [as[ talk + 2, human nature + I ature Talents; Onentation +3 survival +2, track L, weather sense +2

Lore Talents: One Talent from the folJowmg list at + 7: anatomy animal lore arcane lore, engmccring, geography, heraldry, lusrorj, language lore. law, plant lore, religious lore, starcraft, stone lore, alch~my, bowyer, cartography, light engineering, mining; a second Talent from the same list at +5; a third talent from the same list at + 3 (should you choose one. or more Talents for which the explorer gets bonuses anywa -see listing after these parentheses-the bonus s do not stack,

In read, you must redistribute the tandard bonus from the

list below to another Talent from the above list); Also appralse + 3, arcane lore +3, calculate +4, engineering + 1, geography + 2, heraldry + I. h.ismry + 5, language lore + 3, law + I, legend lore + 2. religious lore + 3, starcraft + 2

51

Languages! cripts: Read/write mother tongue script +6, read/ write two scripts of choice at +'l each, tongues (two forei n rongue of choice) at +6 each rwo more tongues at + 2 each Artisan Talents: Boats + 1, cartograph . +5, pamt/draw +4, open locks + 1, treat poison + I treat wounds + 2

Recommended Advantages and Disadvantages: Curiosity,

Dwar nose, Good Memory, Language Instinct

Unsuitable Advantages and Disadvantages: Superstition Equipment: Sturdy and weatherproof clothing, hard boots. raincoat, dagger or similar ligbe weapon, rucksack. waterproof

leather map case, charcoal pencil. 20 hects of simple paper, magnifying glass

pecial Item: experienced horse with addle, bit. and bridle, or small boat

HVTI1ER_

Most hunters dislike the ciry,

regard i n it a [00 large, 100 loud, and tOO dirty. They prefer the solitude of [he wilderness as well

as me brutal honesry of nature and the creature found mere. fren, their onl companion is a tame animal to keep them compm in me lonelines .

Hunters are usually shy and reserved toward other humans. They have mastered the art of ..... --------....... urviving in the wild and have learned the best places to set trap, They also know how not to get lost how to tell edible plants from poisonous ones, and e en how to predict the weather. A hunter rna have been born in the wild thu literally "inheritin "his profes ion, but there are some who had to Learn it the hard way after seeking refuge in the wilderness or on the run as wanted criminals.

Some hunters actually earn hard cash by their

profe sian. Almost every ba ro n has a gamekeeper in hi empLoy who keeps order in the forests of che fief defeats poachers, and guards again t the intrusion of brigands or other evil f, Ik.

HurrtER.( I 0 GP)

Requirements: I 12 AG 12 C II. 0 not more than 7 Modifications: EP +2

Combat Talents: Bows or crossbows or javelins +5, daggers +3, spears +3, staves or Axes &. Maces + I, wre tling +2

Physical Talents: Athletic or ride or boats +2, body control +2, climb +2, hide +5, perception +5, ncak

+5, im +2, voic mimi ry +1, willpower +2

Nature Talents: Bind/escape +3 fi h +2, orientation +3, urviva] +5, track +6 traps +6 weather sense +5 Lore Talents: Animal iore + 5, plant lore +3

Artisan Talents: Bowyer or train animals +4, butcher or tanner/furrier + 3, cook + J, leathercrafi +2, tailor

+2, treat disease +2. treat poi on + ,treat wound +1, woodcraft +2

Special AbiHty: Marksman

Recommended Advantages and Disadvantages: Dan er Sense, Direction Sense or Mental ornpass; Claustrophobia

Unsuitable Advantages and Disadvantages: Bad Hearing, Fear of Open Spaces, Lame

Equipment: Sturdy and weatherproof clothing hunting weapon of choi e (bow, crossbow or spear). dagger, components for three animal traps, rucksack waterskin, haver ack, flint and tind r, sleeping bag,

mall tent

pecialltem: Pack animal ith bridle and ag., or trained hunting doglhunring falcon

mAGiciAII

Only a special few are able 10

wield magic. Those who have

been trained in irs way~ are highl respected throughout Avenruria. ~J;V~t"'l Mo r magicians graduate from a magici n 'academy; private tutoring i rare but Dot unheard of. Academic c.Ia es no! only encornpa :,11

thi ngs magical, but a lso the ba ics of alchemy, history, philosophy, and rn3ny other sciences .

I 0 two curricula are ever alike, ince acaderrue run the gamut from Horasian illu ioni t magic EO Tulamidyan djinni ummoning to

ini ter Brabakian demonology. ne thing i. common (0 all magicians (and magicierine ,as i the female form), however: when they leav the academy. [hey are rill at the beginning of their careers.

Despite (or bee a usc of) all the years of intensive study; new rnagician.s do not know much of the real world and are often somewhat naive. A magicienne's exren ive training usually doe nor alJOI her to learn weapon other than daggers or staves. While he: may be able to hurl

.. devastating fireball, he j till unfamiliar with mu h about the world beyond the academy wall. Her primary motivation will always be a thirst for knowledge, borh in the magical and non-magical crcnces,

mAGiciAn (20 GP)

Requ iremen ts: CO 11, CL 13, CH 12. SO at lease 7 Modifications: RM +2, A P +6

Advantages: Academic Training (Magicians' Academy),

Spellcaster

Combat Talents: Stave +2

Physical Talents: Perception + 2, willpower + 1

Social Talents: Eriquerte + 3, human nature + 1, persuade +1

Lore Talents: Animal lore + I arcane lore +7, board games + 1, calcu late + 6, engineering + I, geography + 2, heraldry + 1, history + \ la 11guage lore + I, Jaw

52

+2, legend lore +2, plant lore + ,rdigiou I re +2, scarcrafr +3

Languages/Scripts: Read/write mother tongue cripr +6, rcad/v rite two from the following list: Ancient Tuiamidyan, Glyphs of riau, Kuslik cript, Tulamidya Zhayad ill 4 each, tongues (mocher rongue) +2, rongues (Tulamidya or Garethi [not as mother tonguej) + 2, rongue5 (Bosparano) + 6, longuc' (Proco-Tularnidya) +4

Ani an. Talents: Alchemy +4 paint/draw +2

Spell : Spell GP in (11 amoum of ( ,L+ 1 ) x 5 points; may be used [0 improve all guild magic and general spelis as pcr column A; spell activation COst is 5 Spell GP; maximum SP at the beginning of play is 10, Elven heritage spells known (0 magicians may be advanc d as per column ; pelt activation cosc is

15 Spell GP; maximum P at the beginning of play 157, Eye of eagle andfogftow far are nor known to magician and may not be chosen at the beginning of play, be inning magician has alread learned [he secret f the First Wand En hanrment,

Recommended Advantages and Disadvantages: Good Memory, Inner Glock, Language Instinct; Arrogance, Vanity

-nsuitable Advantages and Di advantage: Hard to Enspell: alar Blind, Low Resistance [0 Magic

Equipment; Robe covered in arcane symbol. pointed hat or horned cap, wand with First Wand Enchantment, ceremonial dagger, ink bottle. quill, 10 rheers of parchment, dagger or magician's foil, leather shoulder bag

cial Item: one

rn ER_CEITAR,J

01 every noble can afford to maintain a cadre of knights or a standing army, Thus, mercenaries arc highly popular aero A enturia Lute you can send them home when you no longer need them, Mcrcenarie Jive to fight, even when oJT dury They might talk for hours on cnd about the iege of one particular fortress or the pcnetra ion power of catapults and rro bOI 5,

Mercenaries rarely learn their craft in. academies. instead qui ring it on the bloody resring grounds of rhe c~ntioem's nle clds. TIH:Y arc ruugh cu rorncrs who fight for moo 'y J IOOl or sometimes just for fighting's sake, They laugh heroic motivations, and yet they know [hat, despite all

~ loud and bl us(ering appearance, none of them wil!

er gain any real glory and that most of them will never

orne more [han a replaceable name on their employ r 's . roiL Small onder [hen that many rnercenarie try to

'C a living as freelancers or end up as [hugs employed by arge city's thieves' guild,

lIIER...CEnARY (I 0 GP)

Requirements: CO 12, AG 12, eN 13. ST 11. 0 not more

than 7

Modifications: P +1, EP +2 Advantages: Toughness

Combat Talents: Bastard word or chain weapons or Axe'

& Maces or fencmg weapons or sabers or swords or two-handed Axes & Maces or two-handed swords +5,

a second Talent from the pr vious li I; at + 3; bow or crossbow or javelin or throwing axes Or throwing kniv +3, also brawling + ,dagger +J, infantry w~apon

+ 3, wre ding +3

Physical Talents: Athletics +2, body control + I, carou e +3, climb + 2, hide + I, neak + 2. willpower + I

Social Talents: Human nature: +2. treetwi e + I

Nature Talent: Bindle-capt: + 1, fish + I, orientation + I, survival +2, track + 2, traps + 2, weather sense + 1

Lore Talco IS: An i rna I lore + I. appraise + I, engi neeri ng or trent poi, on + I, heraldry + I, law + 1 warcrafi + 3 Languages/Scripts: Tongue (a foreign tongue of choi c) +4 Artisan Talents: Boat or drive +2, cheat + 2, leaihercrafe +2, tailor + 2, train animals or blacksmith or carpemer

or cook or woodcraft + 2. treat wounds + 2

Special Ahil.itie : Armor U e [ (learher armor or similar) Oil· Handed Weapon L hield Fighting

Recommended Advantage and Di advantage ': Rapid Healing: uperstition

Unsuitable Advantages and Disadvantages: Academic Training (Warnor), able Birth; Prone to Illness, Slow Regeneration

Equipment: imple but Aa hy clothing, word or similar weapon, dagger, leather armor (or similar), set of cutlery, dish, linen bag, dice, bottle of liquor, working knife, canteen, lccping bag

Special Item: Experienced horse with saddle, bit, and bridle

53

III ESSEnGER..

A messenger serves as her master's hand, eye and ears. She is

re liable and well aware of her respon ibilities. Regardless of any obstacles (be they snow terms, Hooded road, or lame horses), she knows only one goal: to gee the message to it recipient, She has learned aU about the uncertaintic or road travel in Avcaruria, knows how to avoid tolls and where to find the be [ horses, and has memorized many possible horrcuts as well as the easiest mountain passes.

While privately-employed messengers are common, there are also several messenger agencies that offer their services to those

~ bo can pay. The most famous of these arc the Beilunk Rider. Former member (who may have quit due to old age or injury) are highly regarded everywhere. The knowledge rhey have gained in their occupation might prove invaluable to any adventuring career.

mESSEnGER...(O G P)

Requirements: AG 11, C 12, S 5 Modifications: EP +2

Combat Talents: Bows or eros bow + I, Axes « Maces or saber + I, daggers +2, wrestling + 1

Physical Talents: Athletics + 3, bam or climb + I, body control + 1, perception + 3, ride + 5, swirn + I, willpower + 4 Social Talents: Etiquette +4, human nature + I streezwise + I ature Talents: Orientation +5, survival +2. track + J, weather sense +3

Lore: Talents: Animal lore + 2, calculate + 2, geograpny + 3, heraldry + 3, law + 2

Languages/Scripts: Tongues (two foreign tongues chosen by the player) at +1 each. read/write mother tongue script +3 Artisan Talents: arrography +5, pamt/draw +4

Rc ommcnded Advantages and Disadvantages: Direction Sense or Mental Com pas

Equipment: Sturdy and waterproof clothing, hard boors, raincoat, melee weapon of choice, waterproof scroll rube, linen bag, waterskin

pecial Item: Experienced hor e with saddle, bit, and bridle

m au rr'tEBAII K._

Dancers, performers, acrobats, musician. jugglers, prestidigitators WRg5, and animal tamers are ai! pan of tile my tcnous mountebank people who are often shrouded in II romantic veil. In reality, their live arc characterized by traveling down dusty roads, performing on dirty rair grounds, and being harried by disgruntled militiamen. On e the audience begin to gather around their colorful wagon and tents to watch rhc periorm~ncc, however. all the hardship are forgotten and the artists live only for the cheers of the crowd,

Mountebanks art: u ually regarded as bright and optimistic, bur also have a reputation of being superstitious, unreliable, and prone to thievery-not out of greed or pire, hUI rather out of childlike curiosity for anything that might catch their qe. Even mountebanks who pan with their troupe ro take up the real adventurer's life tend to retain these characteristics, which may alternately drive their companions to outaursrs of joy and fits or anger,

Il1ovntEBA.rrK..(O GP)

Requirements; 11, H 12, G or DE 13 SO nOL more than 7

Combat Talen IS; Brawl i ng + 2, dagger) + l, staves + I, throwi ng

knive +2, wrestling +2

Physical Talents: Acrobatics or athletics or juggling + 5; another Talent from the previous Ii. t at + _~; also body control + 5,

C~ rouse + I, bide + I, pic k pockets + I, sing or dance or voice mimicry +3. The mountebank 31 0 receives both climb and ride and must assign + 2 to nne of these skills and + J to the other.

Social Talents: Fast talk +3, human nature +4, masquerade + 2, creerwi e +3

Lore Talents: Animal lore +2, appraise + 2, geography + 1, legend lore +2

Languages/Scripts: Tongues (one foreign longue or choice) +4 Ani an Talents: Cheal or paint/draw or play instrum fit or train animals +4, a second Talent from the previous lisr + 2 cook +l,drive +2,wilot +2,treatwounds +1

Recommended Advantages and Disadvantages: Contortionist, Social hameleon; uriosiry, Superstition

Unsuitable Advantages and Disadvantages: Arrogance Equipment: Simple bur flashy clothing, working mob (juggling balls, Juggling dub, deck of card, three throwing

knives, shackles, simple mu ieal instrumenr, make-up, ventriloquist's dummy), daggen Iinen bag, wineskin

Special Item: Mule laden with suitable prop and equipment for a splendid one-man show

54

PHY iciAII

The art of heahng is a complex science, and not everyone can be a studied medico. Often, a physician is rhe best a member of the lower classes can hope for when looking for healing. Physicians can take the form of arm surgeonst toothbreakers or barber-surgeons In

·.I'~"""'I the citic ,or a ellers 0 wondrous tincture who roam rhe countryside with their ware. The profession

i a mixture offactual knowledge of the body and the properties of healing herbs, as well as puffing talents. Physicians share a Jeep-rooted rivalry with the studied medicos, who often have :hc "unlearned" competition thrown out of town by a lawyer's edicts,

HY iCIATI (0 GP)

Requirements: IN 12, CH II, DE 13, SO not more than 7 \dvamage : Re istance [0 Disea e

Combat Talents: Brawling + I, Axes & Maces or sabers + J, daggers +2, staves +2, wrestling +3

Ph -sical Talents: arouse +2, perception +2, willpower + 1 Social Talcnrs, criquene + 1, fas! talk +~, human nature + 5, persu ade +1, suectwise + 3

'arure Talents: bind/escape + I

Lere Talents: ana omy + 3, arcane lore +}, calculate +3, !8"" + I, legend lore + I, plane lore +4, religious lore +2

Languages/ cript: read/write mother tongue cript +4, tongues (foreign language: of choice) +4

\ni.san Talent: cook +4, rrear disca c +3, treat poison +3, treat wound +6

emmended Advantages and Disadvantages: none

. 0 uitable Advantages and Disadvantages: Fear of the Dead, Va nit),

Equipment; imple clothing, dagger; blood-stained leather apron, linen ba ,bone aw, scalpel, bandages, haifa dozen bloodranchin or fever-lowering herbs leather-bound bir of teething wood

, cialltcm: bag with preserved healing herb- (5;.; FourLcafLoneberry, 2x Whirlweed L each Done Menchal. Olginroot-see page: 160), high-quality surgeon' tools (give a Difficulty Decrease of J points on treat wounds Tests)

Off the coa IS of Avenruria, bold privateer try to have their own special share of the ca trade, Upon ceing the skulls and bones. many a rncrchantrnau has preferred surrendering part of her cargo to being forced to fight fOr her life. Most pirates arc independent,

\ orking only for themselves. but others, e pecially in the outh of AVenruria, own letter of marque, attacking only tho e hip that rc hostile to their home port.

Ail types of pirates exist: those who are too poor to do aay decem trading (found especially on the Cyclops Islands), those who like slaughrenng their prey, and even highly placed merchant lords who forced to resort to piracy to pay ofT their debts or avenge them elves, The Thorwalians have oftcn been called a nation of pirate. quite unjustl)\

One thing is common to <111 pirate: they value their freedom. Mo t are content on a regular diet of brawling, ipping rum. and visieiug a well-built port whore. All that's needed to complete their perfect world is a heavily laden cog without an escort appearing on (he horizon.

Pi R[itI (S G p)

Requirements: CO 13, AG 13, ST 11, 0 not more than 7 Adva.mages: Balance

Disadvantages: Creed 5

Combat Talents: Brawling + 3, Axe & Mace, or abers or sword +4. a iecond Talent [rom thi list 31 +2, daggers + 2, ;avcliru or throwing axes or throwing knives +3 a econd Talent from this lin at + 2. wrestling + I

Physical Talents; Acrobatics + I. athletics +2, body control +4, carouse 3, climb 4. swim + 3

ocial Talents: Human nature + I, sireetwise + I

Nature Talents: Bind/escape + 3, fi h +3, orientation + 2, weather sense + J

Lore Talenn : Appraise + 2, engineering or sta rcra It or carpenter + 2, geography +2, wsrcrafi +2

Languages/Scripts: Tongues (foreign language of choice) + 4 Artisan Talent: Boats +'1, leathcrcrafi + 2, open locks + l, seafaring + 4. treat wounds + I, woodcraft + 2

Special Abilines: Off-Handed Weapon I

Recommended Advantages and Disadvantages: Supersritian, Toughness. Violent Temper

Unsuitable Adv3magcs and Dissdvanrsgesr Fear of Open Spaces, Fear or the Sea

Equipment: C!orning (simpie bur colorful) melee weapon (usually cutlass), throwmg weapon, grappling iron \\lith 10 paces of rope, broad belt, colorful headband, wine kin or boule orliquor pedal Item: mall rowboat or :.ulmg boat

55

RpG\JE

Rogues h3VC been ·haped by the

city streets in which the}' gre'.~' up. This is rherr world, and this is where they excel. In the wilderness, on the other hand, they quickly become horde sl y 10. t.

Life has taught rogues [0 rely only Oil them elve . They u ually get by on odd a sortments of con job, with a few brief rorna nces thrown in for good measure due to their almost proverbial powers 0 seduction. Most rogues know their cit)' watchmen well enough to tell who will turn a blind eye for a few ilvcr coin.

Rogues a re masters of rigged games (such as hid ing a pea beneath one of three shells) and they uy their hands ar "chance-free games of chance": they know where to get the cheapest drugs (and arc paid hand omdy for thi knowledge) and frequent in arnou dives full 0 even more infi mous customers. In these places, they seek (and often find) people. who want something done quicklj, no questions asked.

Requirements: I.:!, B 12, DE 12, 0 nOI more than '5

Advantages: Danger Sen e

Combat Talents; Brawling +2. xe & Maces or fencing weapon. or abcrs or swords +2, daggers + . throwing knive +2, wrestling +1

Physical Talent: Athletic +2, board gamc~ or juggling or masq uerade +2, body control +.1 ,ca rou e + 3, climb + 1, da nee + 3, hide + ,perceplion +2, pick pockets + 5, sneak , willpower + I

Social Talent: Cheat or seduce +5, with the econd Talent from thi pair at +2: etiquette +2, fast talk +5, human nature +5, streetwise + 5

Nature Talents: Orientation + J

Lore Talent: ppr:ll e + .calculare + 2, legend lore Languages cripts: Tongue (foreign language of choice) +4 Artisan Talents: Open locks +2

Recommended Advantages and Disadvantages: Connections, Lucky Gambler, Social Chameleon; Greed, Superstition, Vanity

Unsuitable Advantages and Di advantages: oble Birth Equipment: Elaborate but inexpensive clothing, feathered hat marked deck of cards or dice, borde of liq uor or small bag of drugs, hidden knife in sheath (u5uaUy In boot), dagger, onehanded weapon

Special Item: Connection Ad anrage for 20 P; the: fmmework of +/-5 does not appl here (bur the maximum 5 15 till apphes).

Scovt

MiBennia of human fannin and agricultur have not uccecded in totally cultivating AvcntUria-Dot by far. Many trackless area remain: woodlands, highlands, mountains, steppe, and deserts. A few hardy souls call the e region their econd borne and have I arncd them much better than the [angle of street and aUeys i.11 the citie . Sometimes, th~)' hire on with roving- adventurer , merchants l!J~i:iI.:::.. __ J.~j 011 their way into uncharted tcrnlOry,

or the army as couts, but mo t often they make a sparse living a hunters, outlaws. or cattle thieves. All sham a profound knowledge of nature and irs hardship, and mOST seem to like animal companions better than human ones,

r)

Requirements; O! 2, T r 12. C 12, 0 not more than 7 Modifications: EP +1

Combat Talents: Bows or crossbows + I, Axes & Maces or sabers + 1. daggers + 2, 'pears or Slaves + 3, wrestling + 2

Phy ical Talents: thlctic or ride or boar +4, with a second Talent rrom!hi Ii. t at + and the third at + 2; body control +2. climb +3, hide +4. perception +6, sneak +4. swim +2, willpower +2

Nature Talent: Bind/e: capt: + 3, fish + 2. orientation +~ .. urvival +5, track +'5, traps +2, weather en c +3

Lore Talents: Ammsl lorc or plant lore or warcrafi + 2. eography +2, heraldry + I

Languages! cripts: Tongue~ (one foreign longue of choice) +4 Ani an Talents: arto raphy + 3, wok + I, lcalhercrafl + 2, p;lInt! draw +4, tailor + 2, neat disease +2. treat poison +3. treat wounds 2, wondcrafr +2

Recommended Ad v a Jl[age an d Disadvaruages: Direction Sense or Mental Compass

Un unable Advantages and Disadvantages: Pear of Open paces, Lame, Prone to Illne s

Equipment: Sturdy and weatherproof dothing in natural colors, spea r or qua rrersla/T, dagger, rucksack, waterskm, fhnt a nd under, sleeping bag

peciai hem: Experienced horse with saddle, bit, and bridle or trained tracking dog

56

WARRiOR__

The proression of warrior is respected throughout venturia. Large ciiie . as well as very wealthy families, ponsor special academies where

talented applicants aIC trained to become weapon masters arter year of arduous srudy. Graduates from

uch chool are not only trained in the proper use of a variery of weapons, but also g<I in a special pri vilege: Thei r '\ artier's diploma" allows them to participate in nobles' tournaments with word and lance even If they arc

of noble birth.

The diploma also paves the way for an officer's career in thc arm)'

even the guard. ornething that is impossible for 3 common fighter. ~'M1 yet, no re 0 warriors arc alike. Depending on the academy they 'Und and the demc nds of their teachers, warriors may ary widely with ~3rd [0 capabilities and ethics.

'AR.RiOR..(20 GP)

Lquirements: 012, AG 12, C I I~, ST II, SO at lea 17 . cations: VP +2.EP +3

\manlages: Academic Training (Warrior), Toughoes ~dvanlages: Code of Conduct {U prighrness)

bat Talent : Ba lard sword Or chain weapons or Axes & Ma!;e~ or fencing weapons or sabers or sword or TWo-handed Axes &; Macc~ Of two-handed words +6 a second Talent from rhe previou list 31 +4; also brawling + 2. dagger + 2. infantry weapon or spears + 3, bows or CrQ~ bows or javelins +1, wrestling + 3, rwc addlrional Ccmbat Talenrs of choice at + 3 each

• sical Talent : Athletics 5, body control + 2, carouse + I, dimb + I. perception + Z, ride + 3, willpower +

' .. 1 Talents: Etiquette +3

_ J rure Talents: Bind/escape + 1. orientation + 1

Lore Talents: Anatomy + I, arcane lore +3, calculate + 2, law + 2, legend lore + ,heraldry + ,history +2, religious lore + 2, warcrafr +5

..anguages/&ripts: Read/wnte mother tongue script +4

'-.-Usan Talents: Lcathercraft + 2, treat poison + l.lreal wounds +3

_ cial Abilities: Armor se 11, Off-Handed Weapon I, hield Fighting I

rnmended Advantages and Disadvantages: Noble Birth, Rapid Healing; Arrogance

-nsuitabl.e Adva ntages and Disadvantages: Larne, Prone to Illness, Rage

:.quipment: High-quality clothing, boots, sword or 3 imilar weapon, dagger, hield, chain mad shirt or metal armor (AR" or 5), weapon repair set, warrior's diploma

~I hem: Trained horse with saddle, bit, and bridle

LEGEITD SirrGER._

Most el f ttl bC5 han' a1 I east one legend 51 n geT. It j s the task of th C5 C gifted elves to pass on the ancient traditions 10 the younger gencr:.niom. Young legend Inger often move from dan to clan h iening to and learning the tal and tradition oi other singer. omeumes, a young legend singer may become curious enough to visit the (i.c., Ole humans) In search of their tales,

LEGEn D rnGER.

Requirements: H 13, IN 13, 0 not more than 10: lea-elfrulrure Combat Talents: daggers + 2, spears + 2

PhysicaJ Talents: acrobatics + 2, dance + 5, iUgg!jjlg + 1, perception + 2, sing +5, voice mimicry +3

ocial Talents: fa r talk +2, human nature +4, per usde +3, educe + 3 Lor Talents: animal lore +3, arcane lore + ,hi tory +2, legend lore

+ 6, plnnr lore: + 2, starcraf +

Anisan Talents: painv'draw + 2, play instru rnent + 5 Elfsongi Magical Melody

Recommended Advantages and Disadvantage : AlTO ance, Good Menlory

Unsuitable Advantages and Disadvantages: reed, Noble Birth, Rage, Violent Temper

Recommended pells: bt 1IIy In(:IIJ, breoth oj mdgic, su true (lila pur« Equipment: traveling clothes, dagger, spear, musical in trurnem ( oul instrument]

Specialltem: none

F\firr G E R._

Prores ion in the human en c arc rare among the elves, who lead rraditional dan lives in which everyone share' III the work at hand. A ICw el ves, he wever, are specia lized inc e rta in ac U vines. Th e mOST important of these arc the rangers, who regularly leave their villaj"{c alone or in small groups 10 scour the area or go hunting. In rare cases when cnerrue -usually orks or humans-stray into the tribe's area, it faib upon the rangers to drive them off Only if thi f.1ils or if the enem appears in large numbers docs the rest 01 the dan take up arms.

~nGER.. 0 P)

Rtquirements: AG 13, C T 12, 0 not more than 10; lea-elf culture Combat Talents: Bows + 3, daggers + 3, spears + 3, wrestling + 2 Physical Talents: Athletics + 3, body control + 3, climb + 1, hide + 3,

perception + 3, sneak + 3, swim + 1

Nature Talents: Bind/escape + 3, fish or traps + 3, orientation + 3, survival + , track +3, weather sense 3

Lore Talent : Animal lore + ,plant lore + 3, starcraf + I

Artisan Tslents: Boats +1, bowyer + 3, butcher or tanner/furrier + 3, treat wou nd + I

pedal bilitie: Marksman

Recommended Advantages and Di advantages: Dan er Sense, Enduring

Unsuitable Advanlagcs and Disadvantages: oble Birth; Greed, Night-Blind. Rage

Recommended pells: eye oj cagle, mou: I1J the bghlnlllg. Jierp of Q thousand sheep

Equipment: Light clothing. cloak. elvcn 00\\\ quiver with 20 arro, , dagger. shoulder bag, musical instru rnent (soul in trurncnr) Special Item, one

57

ADVAIItAGES AIID DisADvAntAGES,

CHAAActERistics

"My name i Ranari Aytann'lyriamalwaar-you may call

me Ranari."

Undecided and dismayed, an r:lfs'and~- in the doorway, looking across the crowded barroom. Her hairfalls down to hcr hips, red as a fox's fur lind dothing her tall frame like a silkm doak- Her hand rests Ot1 the grip of her wolf's-head knife. Herlarge, slightly po ill ted, almond-shaped eyes intently scan tIl(: room. The moment they meet Shafir's astonished gaoze, the elf's decision is made.

"Pey'jam /.0 yOIl, strangeI'! and friends," she addresse« Daria and Shaft}: "My name is Ranari Aytann'!yriamalwaar-yoll ma), call me Runan." Her uoic« is /0111 bUT finn, soundil1g like a

SOllg rather than spol(en words. As

she intones her name ill lsdira, tIle t:il/en torzgue, Slwfir lhinks he hears a second

voice at the same time.

Raneri's moss-gl'een eye; show dear sigm of fright as she cominues. "Rooms such as

this one, tahere humans take shelter;

barely leave room for me to breathe. Thus,

I made camp away from tile PQJh in the forest. I teas

a/most asleep when l suddenlv heard the fast bealing of hooves followed by a low ClY, tile dashing of weapOrIJ, a thumping sound, human voices murmuring, the rustling ofleo.vcs--ond then, silence. It at! happened so [oSl. By the lime my bow was ready, all had ended.

"I approached the site of th« scuJ/fe silently and cautiously. When I got there, Ifound a h~Lm(J11, clad like

one of your riding messengers. He was lying on the ground, unconscious, and his horse had run away. [found it a Jew paces off, grazing peacefully. fudging from the tracks, 'hue tria t have been half IJ doze-n enemies, probably some kind of ambush. I fended to the young man's wounds as best ] could.

"When he awoke, his first action was to reaclt for his belt.

Wbat be had hoped to find-a bag, lie said-was no longer then: He plt:tldcd saith me, iT/jured as he mas, to leave him lying out there and hun-yeo the inn as quickly as possible to getlle/p. He said his life wo~dd be in vain without this bag, the contents of which were of importance La the I mpen'ul Protector: Thus I have run here, and notu f beg of you: Help him!"

It takes Daria and Shaft'; locked in rapt attention. a few moments to understand that ti,e elf means them and no one else. "Well, yeah ... I mean, of course ... " Shaft,- stammers. "I will surely help you, most beautiful of women. ,. only ... half a dozen, wouldn't til at be ... 100 many ... ?J?"

At this point he is interrupted, for the group at the next table has also lisU!ned 10 Rallari's tale. A young mall in green~gold gClImelJl.; get:! up, clearing his til roat before speaking, "You lied not go alone. We would be honored to

accompany you. " He waves to indicate his companions: a Thortoalian, a Tulamide, a war/lor from Gareth, and a dwa,f

"Well, " Dalia finally

break.r in, rising eagerly.

"if u/e'r« talking about a message for lbe Imperial ProteClor here, we'd better

gel going] Surely he will no! be stingy if we return what has been stolen from him!"

This breaks tht ice. All jump

up from their chairs and grab their weapons.

Only Mi,.hibon remains hesitant. She has been eyeing the elf suspiciously the entire time. ever before has she met such

a creature, but she has heard much about tiurn during her lmining. Afl are gifted lvitll some kind of innat« magic, but they never learn how to use it properly. "I; is like teachiflg the lAcsis of a combat spell to a five-year-old, " the words

of her mentor come back to Iw: "ney lISt spe/IJ unthout understanding, without reflecting on their background. And to make matters /UOl'St', they refuse to submit to any kind of Praios-pleasing order! They are heathens, these elves-tbey are a danger to rational humanity as guided by the Twelve. Should you ever face an elf, be on guard and act aloof, or it may mum your doom!"

Mirhiball crmtemplutes rmlilining m th« safety of the tauer», but rises and join.> lie?" companions in follow;ng the elf out of the inn. She does not toant her newfound friends to ran blindly into all ambush.

58

ADvAntAGES AIID D iSADVAIIt AGES

The 1m of Advantages and Disadvantages that follows is just a ba ic elecnon, You may usc these de cription as the ba i for m re . '\clvantagcs and Disadvantages that you might want 10 introduce into your own campaign. The Hlghlord's permission must be obtained in de IgOlng new choices.

already mentioned earlier, yOIJ may choose Di advantages totaling no more than 50 Generation Point. Point pem

for race, culture, or profe sion do not figure into this roral,

oppo cd to Attributes and Talents, Advantage and Disadvantages rarely change during a hero's adventuring career (but refer to the ection on lowering egarive Attributes on page 131). Most of them never change, so think carefully about how you will burden your hero.

Gi[u ueh as Dwarfno e or Danger Sen e are an exception: these are special powers or abilities occurring at birth tbat arc treated ju [like Talents, They come with a certain startin

v lue, they can be advanced, and you can roil Tests against them. The difference is that 1\ hero can receive Gif!:5 only c1unng hero credtion-thcy cannot be activated at a later date. Also peculiar arc the cgarivc Attributes, pan ofthc Dissdvantage (see pagc 64). The c arc treated in the same way as Positive Attribute (including Test rolled againsr them); [hey simply represent a hero's weaknesses. These arc

~ pecial becau e instead 0 making adju tments to die: rolls

in certain siruations, [ . egarive Attributes rcqui re II player to role-play hi character in a certain way. The HighJord should monitor the player' method of playing egative rtribures 10 thei r characters; player who forget to usc them gai n an unfair advantage incc they gained a P bonus in character creation but SlitTer nu peoaltie ill actual play.

• If a listed c:.nuy docs riot show a OP cost but an a terisk (") instead, this mean that the Advantage or Disadvantage is tied (0 a race, d culture, or a profession, You pal' for ir when ),ou pay for the race, culture, or profe ion. Thi applies only to chose identified a Advantages ,U1d Di advantages, bur not for tho e listed as Recommended Advantage and Disadvantages (these you pay for normally).

orne Advantages or Di advantages come in more than one level (such as Rc istance llnd Immunity to a spec inc poison, or Unattractive and Ugly). If race or culture already give you the"base" form of the Advantage or Disadvantage, you need only pay the dlfference if you wanr to choo e the "advanced" version. For io 'rance, a dwarfwith Resistance to Mineral Poison (7 GP) needs to pay only' GP to ger Immunity to Mineral Poison (originally 10 OF), In the cnrrie describing these Advanfages (and certa in o rhers] , the rules [lite that these may not be used to ether; however. character receiving these Advantage in the "base" form due to race or culture arc

all owed to "trade up" as such and own the "advanced" version in tcad,

The Special Abilities available to some starting heroes are not Ii ted in chi chapter, although they can be learned later in the game. incc almost all of the Special Abilities introduced in the Basic Rules arc combat related (sucb as Armor Usc or

hidd Fi hcing), the arc de cribed in the: haprer on combat {page 90.). The Sword,; and Heroes supplement will give you many additional Special Abilities.

The Advantages/Disadvanrages Academic Training Magician, Astral Power, Astral Regeneration, and Astral Block are only open [0 character who already have the pellca ret advantage .

ADVAntAGES

Academic Training (Magician) ("): Your hero pem his youth at 3 magicians' acadernj, where he received cornprehensiv rraining in the art or magic and related fidd~. Thi, means that durin her creati n Ill: GHl advance all Lore Talents at half price (up to and including IT 10) and must pay only half the activation costs. This discount docs 1'101 apply to advancement afler the game has begun.

Upon graduating from (be academy; the hero has a magician's cal tattooed onto the palm of hi hand. Thi seal increase the hero's SO by I (afier hero creation i finished).

Only heroes who have already taken the pellcasrer Advantage may take [hi Advantage. The advancement bon use, {(Ir Academic Training and Aptitude (sec page 59) arc nor cumulative; thus, a hero may use the benefits of Academic Training in .. certain Thiem area prior to the beginning of game play; while he can draw on the benefits of an Aptitude • frerwards. The l-poiae bonus for a ingle Talent a described in the entry 00 Aptitude till ap lies.

Academic Training (Warrior) C·): Your hero spent his )'ourh at a warriors' academy where he received comprehensive trainin

In me arts of war. This means that during hero creation, he can advance all Combat Talent at half price (up [0 and including TP 10) and must pa), only half the activation casu. ThIS discount does not apply ro advancement after the game has begun.

Upon graduating from the academy, the hero i pre emed with <1 warrior's diploma that allows him 10 usc any weapon,

to participate in all tournaments, and (0 embark on an officer's career in many armies and guard units, This warrior's diploma inc rea r: the hero's SO by I (after hero creation is finished). The advancement boau cs for Academi Training and pritude are not cumulative; thus, a hero may use the benefits of Academic Training in a certain Talent area prior to the beginning 0 zamc play, while he can draw on the benefits of all Aptitude afterwards. The l-point bonus for a single Talent as described in the entry on • ptirude still applies.

Aptitude for [Talent of Choice] (GP cost a per Talent); Your hero receive an additional point ofTP for hi chosen Talent prior to the beginning of play. In addition, the selected Talent may be advanced more ca ily in the furure: it alway u [he next easier (i.e., left) column on the Advancement Ccsr Table. ,p cost depends on the selected Talent:

Aptitude for a Social, arure, Lore, or Artisan Talent: 6 GP Aptitude for a Physical Talent: 12 GP

59

Aptirud for 3 Combat Talent of Advancement Category : 9 GP Aptitude or a Combat Talent f Advancement Category D: 12 GP ptirude for a ornbac Tal 01 f Advancem nt ategory E: 15 GP

Thi _ Advantage can be: taken onl)' once by a hero. It cannot he combined with Aptitude for [Talent Group ofChoiccJ in the arne c;Itegory. nor can it be wed in conjunction with an lnaprirude for the same Talent Group. Aptitude for a single language or script

is not possible. The advancement bonu es for Academic Training (see page 59) and Aptitude: arc not cumulative; thus, a hero rna

u c the benefits of Academic raining in a certain Talent area prior to the beginning f game play, while he can draw on the bench

of an Aptitude dfrcrward. The l-p int bonu [or a single Talent <~~ de ribcd till applies.

Aprirude for [Talent Group of Choice] (GP cost as per Talent Greu p): Your hero hows pecial aptitude for an enri re Talent Group, such as all Com hat Talents, Physical Talents, or Lore ta lenrs.When advanci ng a Talent from his chosen Talent Group, the hero alway u e the next essie t (i.e., leftl column on th Advancement Coot Table. P COSt depend on the selected Talent Group:

ptitude for ocial.] a ure, Lore, or Arti an Talents: 20 P Aptirud for Phy ieal Talents: 40 GP

Aptitude f r ornbat Talent: SO GP

This Advantage can be taken only once by a hero. It cannot be combined with Apeirude for [Talent of Choice I in the same catcgof)', nor can it be used In conjuncnon with Inaptitude for (he same Talent Group. For Aptitude with languages and scripts, ee Language Instinct. The advancement bonuses for Academic

Training ( ee page 59) and Aptitude are not umulsuve: thu ,a hero may u e the benefit of Academic 'Training in a certain Talent area prior to the beginning of game play, while he can draw on the benefit ofan Aptitude afterward.

Astral Power (2 GP each): For each 1 GP speru, your hero receives I additional Astral Point; you cannot gain more than

5 A Ps in this w~y. Only heroes who have already taken the Spcllcasrer Advantage may take thi Advantage.

A_ rral Regeneration (10 GP): Your hero regenerate Id6+2 A. P per pha e of rest; r nruition Roll to retrieve lost A rral Point and for ritual t increa e your A P total receive a Difficult Decrease f2 points. Only heroe who have already taken the Spcllcaster Advantage may rake tlli Advantage. It cannot be taken together with the Astra! Block Disadvantage.

Balance (10 GP); Your hero receives a Difficulty Decrease or 3 points on all acrobatics, athletics, and body control Tests, and <I Difficulty Decrease of2 points on all AG Te cs as long as these Test involve balancing, mid-air turns. or regaining one' footing on tremblmg ground. Also. he can deduct 20% (round up) from the damage poim [Oral lor all falling damage (a tcr figuring in the body control Test).

Bardic Voice (10 GP): 'lour hero ha a beautiful voice and an innate feeling for music. All of his inging Test~ receive a Difficulrv Decrease of 5 points. while aU other Tests on Social Talents that .

involve the active u c ufthc voice rc ci c a Difficulty Dccrea c of2 points. This Advantage ha no efle [on Tc ts related to dE ong .

onnections (SO of acquaintance in GP): Your hero ba

a good friend whom he com ask for help if necessary. The type of help the hero can expeC[ (and how often) depends on the character and profession of the concectioc and i subject to you r Highlord's discrcrien, Each acquaintance COSt you a number o[GP equal

(0 her '0, nd must remain within +/_- points of your own SO, with a maximum SO of 15 for your connection. You rna)' take thi

dvantage more than once.

Contonionist (25 GP): 'orne people have flexible joints. enabling them to do amazing things with their bodies such a

rceping into light spaces r wnggl1l1g out 0 chains. ontortieni ts receive a bonus of I point on the following Talents: acrobatics, bind/escape (when used for escaping). body control, dance, hide, juggling, and sneak. They advance these Talents as if they were

one Advancement Category easier. Combat actions that arc concerned with evading or wriggling arc also easier,

Additionally, this Advantage gives your hero one bonus point on Wrestling Parrics and allows him to dvance Wresclin a ifil wet one category easier. To take the Contortionist Advantage.

y ur h ro needs an AG at lea t 1'1; y ur hero's ST maximum drops by 4 points when you take [hi dvan age. This Advantage may not be taken together with the Outstanding Attribute:

Strength Advantage.

Danger Sense (15 Gp, Gift): This Gift can WHn your hero of impending danger; he becomes vcr)' ha rd to su rprisc, Th is

dvantagc docs not allow a hem to ee the furure. When your hero is in a situation of cons tam danger (such as combat), its usefulness i. somewhat limited. Danger iense may warn of an ambu h, however. or may peed reaction lime in a urprise iruation: see page

Test against Danger en e hould alway be rolled ecretly by the Highlord. If the Te t succeed, he informs the player that he ha orne inkling of imminent doom but does not know detail. This Gift's starting value is 3; Tests are rolled against UI II .

Direction Sense (3 GP): All orientation Tests (and all survival Tests used for finding your way) receive a Difficulty Decrea c ofS points. Direction en e i limited co the hero's native terrain type-this m yea large but uniform area such as rh Khorn Desert. the northern teppes, or the Rashrul Wall. ut not

a city (this would be better represented as Area Knowledge, an Advantage you will lind 1fI Swords and Heroes). Direction Sense may nor be combined with the Mental Compass \dvantage.

Dwarfnose (12 GP.. Gift): You r hero has developed ~

su perna tu ra I insti net for detecting hidden corridors. secret doors. or hidden cavities within stone structures (natural and man- or dwarf-made). ru long a TP is below 7 the Highlord may roll DW)lrfnos~ Tests in ecret. If the Test succeeds, [he player receive. a hint to the location ofrhe room or feature in question. The player is not given informacion about ize or type, however, lei alone ways of Cfltering it. When a hero's TP reaches 7 or above. D\ arfnose Tests can be rolled at the player's requesr, bur these cost him I d6 EP.

This Gift's STarting value is 3; Tests are rolled against DE/I" if

IN.

60

Enduring (I GP each): For each G P spent, you r hero receive, I additional Endurance Point; you cannot gain more than 5 Endurance Points in this WllY, A hero who spend, at least 3 GP on this Advantage tires more slowly, i.e., his Exhaustion Threshold is C + I points instead of C points; a hero who spends at least 5 GP onthis Advantage raises his Exhaustion Threshold ro eN +2.

Equipment Advantage {I GP per 10 ducats}; Each GP of Equipment Advantage provides your hero with additional ducats to spend on equipment (but not to keep beyond hero creation). A more advanced version of this Ad vantage is the Special hem Advantage (see page 62); both Advantages can be combined.

Good-Looking (5 GP).:. Agood-l()(lking hero is particularly attractive to others because of his face, bod)', or grace of movement, All Tests on Socia! Talents and all other Talent Tests [hat are rolled against Charisma receive a Difficulty Decrease of at least! point each. Cross-racial effectS (even rhc best-looking dwarf might fail

to get tht: a nenu on of an clf) is ar the discreuon of the Highlord This Advantage cannot be combined with the Unattractive or Ugly Disadvantages,

Good Memory (Spelkasters: 12 GP / Others: 7 GP): You r hero may roll additional CL Tests to gctinformalJOn if and when the situation warrants (Highlord's decision). Also, languages and spells rnav be advanced at 75% of their standard costs (round up).

Ha rd [0 EnspeU (7 GP): A hero with this Advantage has an innate resistance against roagic. This is nor only a boon, but may also be a cu rsc, for it affects harmful spells (IS well as beneficial ones. All Domination, Healing, and Transtorrnarion spells cast at the hero receive a Difficulty Increase or 3 points, This app!it:s to all spells (mm other fidds of magic that result in domination or transformation, This Dtfficulry Increase is cumulative with. all other modifiers, ror instance Reslstance to Magic (if applicable). Only spells directly centered on the hero arc affected by Hard to Enspell: area cflecr spells or the indirect effects of spells arc not cha uged. This Ad vantage may be chosen only by heroes who

are nor able to om spells themselves (i.c., have not taken die Spellcasrer Adl'amage).

Of the spells mentioned in the Core Rub, the following

are affected by this Advant:age: auributio, balm of healing, be my fi"itmd, clarum plI.mm, Iwm"phoblli, mooe QJ lhe lightning, mutander w/arMr,paralyu, fee (rue and pure, :ileep oj a thousand Jh,'ep, spiritus armoricus, dmnde,.bolt, unsee»,

Heat Resistance (.): Creatures who are resistant to heat do not suffer damage from high temperatures as long as the temperature docs not exceed 120 degrees Fahrenheit. They incur only increased Endurance loss in such conditions if th~y exert: themseiycs. This Acil'amage does not protect agains: spells based on heat or nrc.

High Resistance to Magic (3 GP each): YOUI hero is more resistant 10 harmful magic. Each point ofMI improvement costs 3 OP; you may ga ina. maxi mu m of 3 additional points by laking this Advantage several times.

Immunity to Poison (10 GP); Your hero is extremely resilient against one prmicul.qr Iype or poison Ie.g., snake poison, mineral polson, p!ant-b~sed poison, ,'!OJ so on), When rolling Resistance

Tests against this type of poison. a hero's CN is treated 3S ifir were ! 5 points higher. This Advantage does not help against poisons from groups not specified. You cannot combine Immunity to Poison with Resistance to Poison. Your Highlord must approve the type of poison you select.

In ncr Clock (3 GP): A hero wi.h this Advantage is able to ascertain the correct time of day within a span of L5 minutes. even withour beiug able to sec the sky, when just woken from sleep or unconsciousness, or when in dark dungeons for many days.

Language Instinct (10 GP): Your hero treats all living languages as if d1ey be.longed ro thc language famil), of his moth", tonl,lUt:. "Living langtlagt:5» in this context means thar the hero must learn [he language from a native speaker.

Left-Handed (5 GP): Left-handed people have a Jc\' miner advantage-sin combat. During the first 5 Combat Rounds, [heir enemies receive a neg-Jtive modifier of I poinr to their P;m)Left-handed persons rna)' learn Special Abilities applYlIlg 10 Idthanded or two-handed fighting at 75% o(thc'ir original COM (round up). Some weapons and objects may be unusable for left-handed persons because they were designed with right-handed bearers In mind,

Low- Light Vision (~): 10 bad lighting conditions. your he r receives only half the negative modifiers to AT, PA, arid Ranged Arrack Values, as well as perception Tests (always rounded JO hIlavor), More details on these negative modifiers are on page lOt>

Luck (20 GP): A hero with the proverbial lucky charm m~' repe;!t an)' single die roll (an AT. a PA, 3 damage roll, a Talent te'and so on) once, for a maximum of up to three djfferent rerolls per day (the. acrual number is determined secretly by the Highlord b) ro!!ing \d3-1 at the time the. player requests his first rero!!). The more advantageous ofrhe rwe rolls (from the hero's point of VIC" always counts. A hero mayeven force enemies LO retell in combat or call for a second damage roil.

Lucky Gambler (7 GP); In any game of c hance, an 11' T~ <, usually determines whether Phex is on your hero's Side (and whether the hero is able to interpret the god's hints). Ifrom he' has the Lucky Gambler Advamage, these rolls receive a Difficu, .... Decrease of7 points, Success means that the hero has better chances of drawinga card, succeeding ona die roll, and so on

Mental Compass (7 GP): Your hero always knows where north is. He receives II Difficulty Decrease of? points on orientation 'Iesrs Cd nd on s urvival Tests used for findi:ng his \1 ~ Al sell or in the desert, the Difficulty Decrease may be as much as 14 points (High lord's discretion). Mental Compass cannot combined with the Direction Sense Adv<lnragc.

Noble Birth (7 GP): Your hero is the olTspring of a nob,~ family. He is heir co an appropriate title and is exempt from standard judicial procedure in some situations. He does not 't-

to inherit his parents' holdings, however, since he has older ~It-_" .. in liae before him or his family no longer has any claim to rhe r-' The tide due hi m, for example, is noble Of baron (or 3 rCglonal equi valent). To be me offspring of a noble, you need Social St.anding ofat least 8; (Q be the offspring of a baron, you need

61

Social Standi ng of at least 10. If you arc of oble Birth. thecost for me Special. hem Advantage is reduced to 3 OP (originally 7).

Outstanding Arrribure (minim urn 8 GP).; Your hero may begin play with an Artribure Value of 15 (before bonuses resulting from raccculruce, or profession are applied). You may choose

this Advantage more rhan once; applying if to differenr Attributes com 8 OP each rime. If you applj' it [0 the same Anrlbure several rimes, starring value and maximum value are increased by I

poinr for the second and each subsequent Advantage taken. Each additional iocreaseis accompanied by an increase in OP cost: to improve an Attribute from l'i to 16 COSts lOG ~ from 16 to 17 costs 12 GF. and so on (i.e., GF COSt goes up 2 points per each l-point advancement). You mal' conti nue increasing Attributes as long as your GP account holds out.

Consider a player who spends 14 GP (0 buy his hero ST 14. If he wants to begin play wim ST 16, the cost is 18 GP (8 to raise his score from 14 to ! 5, and another 10 for the leap from 1.5 to 1.6).

If our human were a Thorwa Lian, the racial bon us (ST + I) is applied after this Advantages is taken, thus giving the hero ST 17.

You may not increase all Amibu te that will be lowered due to race orcu ltUIC.

Rapid Healing (10 GP): A hero withthis Advantage rcgcnefl\tes I d6+ 2 VP per period of rest; C rolls to regain 1.051 VP receive a Difficulty Decrease of2 points. This Advantage cannot be combined with me Slow Regeneration Disadvantage.

RcsiSl3: Dec to Age (.): Your hero i~ immune to the drcct~ of old age. (within hili natural age span). This may either mean thm fTOID a certain point in ti me onwards, his agi ng process slows down remarkably, or that he does not have (Q suffer lilt usual frailties

()f old age (both physical and menial ones}. This Advamage is umaUy reserved for only a few races, such as elves-s-a human who happens (0 be resistant ro age should have .1 verygeed reason (or this "miracle." (Besides, me church nfPraios might take interest in a hero who seems nOT to ag~, for something Ii ke [his sll.tdy Involves black magic.)

Resistance to Disease (7 GP): Yom hero has an extremely healthy immune system. Whee rolling Resistance Tests against diseases, his C_ is treated as ifit were 7 points higher. Resistance:: to Disease may not be combined wim the Prone ro Illness Disadvantage.

Resistance to Poison (7 GP): You r hero is strangely irnmu ne to one particular type of poison (c.g., snake poison, mineral poison, plant-based poison. and so on). When rolling Resistance Tesrs against the chosentype 0 f poison, h is eN is treated as if ir were 7 points higher. This Advanrage does not help againsr poisons from groups not specified, You cannot combine Resistance to Poison with Immunity (0 Poison .. Your Highlord must approve the type of poison you select.

Social Chameleon (7 GP): A hero with mis Advantage gm <lIang astonishingly well in unfamiliar social environments and suffers onl)" minor negstive modifiers to his Social Talents if he moves withinar, unfamiliar culture or unf3miliar surroundings, When choosing the Connections Advantage (q.v), he fl<lYS only 7)% of me connections' SO in GP and may choose from within a

range of 50 +/-7 {but still cannot transcend the maximum of SO 15).

Special hem (7 GP).: A Special hem is 1I piece of equipment or a special conditionthat would usually be roo expensive or inaccessible for your hero at the beginn i ng of his career, The nature of this item should lit (he hero's profession (e.g.,.3 horse for a warzior]. The profession description tells you which special item would be appropriate, If the profession description clays, "none," then your hero canner rakethis Advantage. M.agical items are our of the question; your hero must win these through adventuring,

Spellcaster (.): Yorn hero has been trained in the ways

of magic, enabling him to cast spells (varying by profession

or culture). He gains (CO + 1l'\S + CH) /2 ASP (round up) plus 12 ASP (and perhaps more depending on culture and profession). More information on spellcasting heroes is found in the description of me magician profession (see p. 52), the Iea-el f culture (sec p. 49), and the chapter on magic (p, 130).

Only heroes who ta ke this Advantage ca n gain. the Advantages of Academic Training (Magician), Astral Power,. Astral Regeneration, and me Astral Block Disadvantage.

Toughness (10 GP): N ormaUy, a hem whose VI drops below o falls into a corna.wirh Id6 x CN Cornbar Rounds separating

him from death. Should his Vl r<lll below zero umil it equals his negative Constitution, the hero is irrevocably dead. A hero with

the Toughness Advamage is allowed to multiply CN by 1.5 (round up) when making these calculations. More information appears on page !OJ.

Vigor (3 GP each): for each 3 Generation Points spent, your hero receives 1 additional VP. Only 5 additional points are possible in this way.

DisADVArrtAGES

Arrogance (-1 GP each): This is a Negative Attribute (mentioned on p. (4). Arrogance causes a hero to take a highbrow approach toward others, demeaning them and showing little faith in their capabil ities. Whether this is because of class arrogance or some kind of exaggerated code of honor is up to you. Arrogance should affect Tests on Sodal Talents.

Astral Block (-10 GP): Your hero regenerates only !d6 - L ASP per period of rest; Intuition Rolls to retrieve lost Astral Points and for rituals to increase your ASP rota I receive a Difficu Ity Increase of2 points. Only heroes who take the Spellcssrer Advantage may take this Disadvantage. It cannot be taken together with the Astral Regeneration Advantage.

Bad Hearing (-5 GP): Your hero's hearing ability is impaired. While be is stiU able to perceive loud sounds, he can no Longer hear whispering. All perceptions Tests that rely on hearing receive a Difficulty Increase of5 points. Also, communicating in

a language he knows only sligluly becomes harder (with the exact effects at the Highlcrd's discretion).

Claustrophobia (-3 GP per 2 points): This is a Negative Attribure, \bur hero feds severe uneasiness when having to enter

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narrow corridors, low-ceilinged rooms, and similar structures; advise Higblord s to appropriare penalties. Some possible game effects arc listed in the surnrnar entry" gative Anribures' (p. 64).

Code of Conduct (-10 GP): Your hero must have at least three firm rules of conduct governing his life and his actions, ro which he adheres even m (he face of utmost adversity. ShouJd the hero ever break with these principle (for instance, to save

his life), he should suffer restrictions 10 hi actions for a period of time depend ing on the severity of the action (at the HigbJord' discrctio nl, Typical Codes of Cond ucr arc religious codices or the code of a noble knight.

Color-Blind (-5 OP); Your hero can perceive only shades ofgray; this may cause Difficulty Increases to various Te IS (Highlcrd's deci ion depending Oil the situation). Thi al a incur a negative modifier or 4 poi nc to all Ranged Test> at long range (more than 50 paces). This modifier docs not apply when other penalties due [Q bad visibility (fog, darkn ) arc already in effect.

Curiosity (-1 GP each): This is a Ncgarive Anribute. Your hero reds a compulsion to take an Immediate look ar anything thar seems to be even remotely interesting, regardless of any risks, Curiosity is a Lypica! example of a egarive Artribure that does not acwa!!y disadvantage a hero. but rather forces certain patterns or

ction upon him.

Elven Worldview ("): Elves are not entirely ofthis world. some thing that most elves would freely admit. They regard most things, creatures, and actions in this world with a peculiar view as to how everything mighr be related. They also have a somewhat detached view of outsiders. due to their longeVity.

On the down ide. this means that elves need to learn much more about connections and relations-c-or at least, apparent connections and relarions-before they feel ready to act upon them. They must spend all additional 50% Adventure Points (plus all other modificarion that might apply) if they want [0 improve Tabus, Gift, or pdls, or want to learn Special Abilities. Thus, an lmprcvernent mat would normally cost 4 points wi!! cost 6 points for an dE

The exception to this are Talents in which elves are granted OOIlUS points due to their race (body control. dance, perception, sneak, survival, paint/draw, play instrumcnr and ing), Eifsongs, and three pre-selected elven heritage spells (if using the elven professions, you have to choose the spells listed therein). These !.!laea cd co ts do not apply during hero creation and thus have 00 influence on the expenditure of Tal em OP or Spell Gp.

Fear 0 f [Insects. Spiders. Reptiles, Rodents. Fire. Waler,

r other] (variable cost); This i a catch-all t:ntry for a number . Negarive Anribures, They require the bero to react in an ~era(ed manner in certain situations or encounters. Such

UI might quickJy turn inm panic, preventing a hero from raking ~siblc actions. A hero's phobias are u ually determined by rulrure and origin, bur omerime also by key experiences in IUs

re,

Whatever phobia you choo e, it can 4uaJil)r for the- GP COS! nus only ific has the potential to actually impede your hero in :l~ and to go beyond [he normal urge for self-preservation. For ~~nct, Fear of Albino Lions is far too specific to be valid, while

Fear oiHighly Aggressive Poisonous Snakes ts not a DIsadvantage ,I( all, ince rno t en ible creatures are afraid of highly poisonous snake.

Phobia that can be triggered rather requeruly (such Fear of Spiders or Fear of Fire) gain you 3 GP per2 points in this Negative Attribute. while tho' that are triggered les often

net you only 1 GP per point in the cgativc Attribute. Some phobias (c .. g., Fear of the Dark or Fear of the Sea) have special co n equence or dfe.cts nd have cneric of their own.

Fear of Open Spa es (-3 GP per 2 points): This is a

egative Attribute. Your hero feels severe uneasiness while in large, open spaces. Being on the open ea or 00 wide, treeless plains might lead to outrizht panic, but even a large city square or a treeless meadow might be cause for unease.

Fear of the Dark (-2 GP each): Tbi - is a _ egati\Je Attribute.

Your hero feels evere unea loess while 10 the dark This rna)'

a pply to tunnels and caves, but also [0 da rk forests and even to the dark ofaighr, This pbobia is severe enough to merit 1 Generation Points for each point in this eganve Anribure,

Fear of the Dead (-1 GP each): Thi is a cgacive Attribute.

Your hero i mortally afraid of everything to do with death. Thi applies especially to encounters with undead or within tomb. bur JUSl being ncar a worshiper of Boron may be enough to trigger a feeling of uneasiness. Sec I egauve Attributes for possible game etlccrs,

Fear of the Sea (-I GP each): This is ~ eprive Attribute.

Your hero dreads any kind of water travel. whether on a ship or a boat, as well as swimming, whether in a lake, the ocean, or a large river. The FArther awa.y from the shore, the worse tilt' effeers of this phobia become. ee egadve Aitributc for po sible game effects.

Greed (-lOP each): This is a ega rive Attribute. Your hero's greed for riches ami treasure sometimes lets your hero behave irranonally. This Disadvantage applies not only to gold or treasure, bur III 0 magical artifacts, potions or anything else that may be of value. Sec Negative Attributes ror possible game effects .

Inaptitude for [Talent of Choice} (-OP a per Talent): Your hero is remarkably poor <1.( one particu lar Talent. This means that he must invest more Adventure Points when advancing the chosen Talent; cost ... arc calculated according to the next column [0 the right 0[1 die Advancement OSf Table: (i.c., IDe more expensive one). This Disadvantage OLn be taken only once ptr hero, and

it rnu r bc applied to one of the Basic Talents {see p. 75). A hero with [hi Di advanrag may nor cake Inaptitude for [Taleru

Croup of Choice I using the same group that the chosen Talent i from. Generation Points gained depend on rhe Tslenr cho en, a foil w .

Combat Talents, Social Talent, arure Talents, Lore Talents, or Artisan Talents, as well as the Physical Talents of carouse, dance, hide, sing, and swim: -4 OP

All other Phy 'ical Talents except rho e listed above: GP

A hero may nor advance a Tatem during hero creation for which he has an Inaptitude. Any Inaptitude must be approved hy the Highlord.

Inaptitude for [Talent Group of boice] (-GP as per Taleol Group): Your hero is remarkably poor alone particular

63

••• ,

Talent Group (i.e., Combat Talents, Physical Talents, ature Talents, Social Tslenes, Lore Talents, Laoguages/Sc-iprs, or Artisan Talents), This means mat he must invest more Adventure Point; whenadvancing the chosen Talent; costs are calculated according to the next column to the right on the Advancement Cost Table (i .c .. the more expensive one). This Disadva nlagc can be taken only once per hero, A hero with th is Disadvantage rna" not take Inap[itude for [Talent cf Cheice] using a Talent from the chosen Tslenr Group, Generation Points gained depend on the Talent Group chosen:

Languages/Scnpts: -S GP

Social Talents, arure T.11.enfS., Lore Talents, and Artisan Talents: -IUGP

Combat Talents: -15 GP Physical Talents: -20 GP

A hero mar not advance ~ny Talent during hero creation for which he has an Inaptitude. Any Inapnrode must be approved by me Highlord.

Lame (-10 GP): Your hero is stricken with a lame leg, a f!<lnured knee, or something similar. He loses 2 points of Agility (this applies to his Agitiry rnaxirnurn) as well 3S I poinr ofSD (although this canner fall below 1). Additionally he loses I point of Base AT and 2 poinrsof B::.se PA, This physica I im pediment cannot be corrected later in the g~me, not even by the best of prosrhcrlcs or magic.

Low Attribu te (-10 GP): One Attribute, wh ich was assigned only 8 pointswhile spending Generation Points. I~ now lowered to 7, lrnproving this Attribute later In the game coststwice the usual points, The chosen Attribute may not be one to r which the hero will g.ain d class or culture bonus, This Disadvantage can be chosen more than once, but only if applied to different Attributes.

Low Resistance. to Magic (-3 OP each): Your hero is more susceptible to the inAuences of magic than others. His Resistance to Magic may nor be lowered by more than 3 points by taking this Disadvantage more than once, nor may it drop below zero.

Night-Blind (-10 GP): All of your hero's negative modifiers due to bad lighting conditions are doubled, The negative modifiers due [0 complete darkness are unaffected (see p. [06).

Negative Attribute (variable GP): Negative Anribuees represent all those small and not-so-small differences between reality and the hero's view of life. Since realiry is usually [he stronger of the two, heroes someornes sutler from phobias or compulsions that arc governed by tin: subconscious and cannot

be controlled by the hero (as opposed to Code of Conduct.

for example, which the hero must observe willin~ly) .. 'rypie~!l Negative Artributes are Arrogance, Claustrophobia, Curiosity, Feat of Heights, Fear of t I nsects, Spiders, Reptiles, Rodents, Fire. Water. and others 1, Fear of Open Spaces, Fear of the Dark, Fear of the Dead, Fear of the Sea. C reed, Pathological C leanlincss, Prejudrce, Superstition, Va.niry, Vengefulness, and Violent Temper,

Heroes have rwo possible ',\'3y$ of dealing with cgari vc Arrribu res during game play:

• The first (and easiest) is to apply the Values of Negative Attributes as Difficulty Increases to all Talenr Tests which.

arc affected by the Negative Attribulc, Attribute Tests incur a Difficu l.ty increase of ha.lf [he Negatlve Attribute value (round up). 'Mened by" the Arrribme means that me Negative Attribute IS always applied whenever {he hero is confronted with a triggering mechanism or situation (i.e., he hears lhescurrYlllg of rat>, the su n sets, he must move dose to II. fire. and so on),

Example: Raidri fIJI! Seducer is strllck witll a deep-rooud Fear of Heights (at a value of 8) .. Due to all mlll'kely snceession oful7fortlifUll1! Irnshops. he finds /Jj.msc/f 011 a small eomdow silt, tllru floors aboll~ a busy street, and 0111'1 barely dressed. His options art! f~w: He migllt 1')1 10 climb 101111: roof (ui/nell would reqUlrt a citmb TI!'SI), or III: could tly toforce open flu: wooden shutters that are barred from the insid« (ST 1(tl).

The HigMord, of course, is/idly IlflllJre oj Raidn'$ !ittlcproblem wti!J !Jeiglus, and e!Jlls she rakes he« lime inool()lfl111y dcsr:n'birlg l(} lilt: player just how c/os, be is 10 rumbillg to his death, consr:qflefllly imposing u Difficulty Increase 0/8 points 10 Ihe climb Ten (cqual/ltg /lis Fear of HeighTS lIa(ur). or Il DijJicuby [ncreasc oj 4 poillis (0 thc ST 1(jf (hal[ th« Hal' of Hcighls vatui!' since this is an ,J,m'brae Teil).

RlII'dri decidu to IIJke In~ chances Ilt dimbing to (Itt roof~nd bard)' makr:s it. He finds an unlocked uppr:r window and returns to saft grollllri. NOlI,) /1( !Volild'ike to eSCflpe as IIIIObfnlsillC/Y (IJ possible. The t:/IJ11lng mr:ak TeSI does nOI incur t!u: Difficulty lncreas», sinc« Raidn 1'.5 now back hw'dc tin: 11011$( and fIJI: {!ligen'llg condition for Fear of Hl'ighls IS 110 LOllger present.

• The second method fur usi ng egative Anribures is to

have the hero roll Tests against the actual Anribute. If such a Test succeeds (i.e, the player doesn't roll higher than the Attribute Value), the hero succumbs to the dlccrs of the Attribute. The con~eqllences orchis are determined by siruarion ami Attribute. A successful Violent Temper Test, for instance, might indicate that the hero acts wizhour self-control, tact and diplomacy be damned! Ona successful Claustrophobia Test, the hero starts swearing and IS barely able [0 concentrate due to a feding or oppression. The effects also depend on the degree fO which the Test succeeded, and the effects are always determined byrne Highlord. Ar wurst, [hcy may result in the hero bci ng completely inah]e ro aCT u ruil he has been led to safety by someone else.

Example: if Fear of HtlghlJ Wl'r/' Roidn J only problem, he toould rJoUJ bl! Jofe. AliJJ. lit: is also /Jighly CIIn'oUJ (eIInOSil), 7). As

he fiee;, he f'UN! (J door and hears on ag£laud argulIlent. II !though

hI' knows thOllingtTing hue could place him III severe nsk, III! would dearly fOI}e to know uduu tilt: diseussion iJ about, The HighloTd ca.lls for /I CllriosiT), UII, lind Ra.idri's player paun by rolling a 4. Thus, he neglecu all dllngcr, pUll his cor 10 the door. (wd starts (iJll'IJing, 'Modrlg qtlill! (1 fow Ihings Ibm lit didn'tcare about in the fim pIHCt!. The sound: o/ll1cconllf!r.'tuion art! soon blockt!d ow. flow("lICT, h), Ihe cries of tilt! maid .who hm jllSl dropped by and if !l01/I yellingfor htlp.

The various legarive Attributes are Dot weighted evenly, Their point values depend on how much thty impede or inconvenience the hero and how common the trigger is, You wi!! find the actual n umbers (from hal r~. point ro as m uch as 2 points per point of a Negative Attribute) listed in the individual dcscriprionsIf yoa want your hero to have 11 Negative Attribute not listed here, your Highloed decides on the point val ue,

Ncga tive Attributes range from 5 through 12 points. YoU' may choose marc [han one egadve Anribure, but the total number of Generation Points gained from negarlve Attributes m~y never exceed 30. Those thar you gain by race, culture, ancVor profession are not figured mto this total. Ifyou want to increase a Negative

64

Artribute you gAined via race. culture, Of profession, you must Include the points gained by such an increase in the 20-point maximum.

egative Attributes may be reduced in severity during your nero's adventuring career (sec page 129).

Obligations (-12 GP): Your hero ha entered into a pecial obligation with a soeml, arcane, or religious group. He may not and should nor want tol violate these obligations. Thi is similar • the Code of Conduct Disadvantage ( cc p. 2), except iliat an obligarion IS much more serious and confer tronger penalties lor relation (even if Involuntary or unknowing). The Di advantage often unplic that your hero mu t lake command from the

roup LO which he is committed. and that he often travels in their ~plo} or at least under their order, which may limit his freedom . : choice during adventures.

One-Eyed (-5 GP): )'our hero has losr an eye during

'< hie or ha lost {he ability co see with rhis eye. He incurs a eeauvc modifier (If 4 points on all Thrown \Vcapons Te ts and '\1i silt: Vi-eapon . Tests ar larger of less than 10 pace distant. -:111:> physical impediment cannot be corrected later in the game, nether by magi' or any other means.

Pathological Cleanliness (-I GP each): This i a Negative

..aributc. Your hero feds extremely uneasy whenever he or mething (or someone) in hi surrounding. is dirty. He will have ouble coneen rating on nnything except cleaning up at the first

... sible opportunity.

Prejudice (-I GP ped points): Thi a eg<ltive Anribure,

r hero has preconceived opinion about d certain group

~mbers of a certain race or culture, One of the sexes, or certain mnrc group ). He will nor back away from these opinions, even challenged or presented with contrary evidence. [ust like the .lllosity Disadvantage, this is a egarive Artribure that does disadva ntage hero with die roll, but forces certain pattern

KUon upon him. c cgativc Anribut for pas ible game - :t:t.S.

Prone to HInes (-7 GP): Your hero is susceptible (0 dise ses ill kind .. "Vhen rolling Re i ranee Tests against di ea e, his treated as if it were ') points lower. Prone eo illness m~y not be rombmccl with the Re~i tanee to Disease Advantage.

Rage (-15 GP): Your hero f.111s 111[0;) blood rage [whrch

_ ~ Thorwalians call Wea[rage) whenever a certain event occurs. - :nost cases, [his event is his own spontaneous anger (such as ucce ful Violeru Temper Te t) s not! injury (failure of a

. !power Test after ul:fering heavy damage), or consumption of - .... m substances,

Once in a rage, your hero employs hi mo t dan erou

~pon (induding rna ic) against his most bated cncmy-or the ~t person, if no enemy is in sight. His CO, AT, and HP arc -'c .. ased by 5 points. Parry become irnpos iblc, and me hero not feel pain while raging. The rage last. until the hero runs :t cf Enduranee (losing 2 EP per combat action) and passes

..L Thorwalians receive 18 GP instead ofl5 when taking this

sadvantsge.

Slow Regeneration (-10 GP): 'Ihur hero regClJerll[c.~ only - I VI' per period of rest; C Rolls ro retrieve 10 r Viralicy

Pomts receive a Uifficulty Increase on points. Ie cannot be taken together with the Rapid Healing Advantage.

uperstition (-1 GP each): This is d legatlve Arrribure, Superstitions usually refer to items or ci reu mstances that prod uce bad luck or misfortune a behevcd by the hero. if you rake

this isadvaotage, you mu l specify the exact nature 0 your superstition. Some superstitions arc grounded in realiry .

gly (-15 GP); Thi i the more severe version oft.he Unartracrive Di advantage. Everything described for UnattractIve also applies for Ugly, except that the DiHiclllt}' Increase IS 5 pomrs in lead or2. Also, an Ugly hero will find it vcr}' hard to blend In with a crowd, since other arc marc likely to remember his (ace. Ugly may not be combined With Unatrrscrive or with the CoodLooking Advantage .

Unattractive (- 5 GP): Thi is the opposite of me GoodLooking Advantage (see p. 61). Your hero's appearance is unattractive, even repulsive when compared to hi pe ies' norm, lcadmg to consequence in [he reactions of his fellow men (or dwarC, or elves), All Social Talem Tests, a . well as all Tatem. Tnt. Involving interaction with others (those using CH a their basis) receive a Difficulty Increase on point. The exceptions to thi are Tests meant to indrnidarc someone else.

The Highlord decides whether this Disadvantage works

cro -spccics, and whether those accustomed to the hero's presence become Immune CO it e!fects. The stronger form ofrhis Disadvanragc is called Ugly. These [>\,0 Disadvantages may not be taken by the arne player. Unattractive may nor he combined wirh

the d-Leeking Advantage.

Vaniey (-1 GP each): This is ~ egarive Attribute. A vain hero rues ro look Ius very best and tries to be a impre sive 3.

po .. ible at all time . This makes him easy to manipulate. since his ego migh{ force him to go beyond reasonable behavior.

Vengl!fulne s (-1 GP each): This is a egative Artriburc, Your hero will. always Want revenge whenever he feds slighted, and doesn't think about the consequences or weighing means again t measures. While Violent Temper calls for immediate action Vengdulness allow for careful planning and execution of the scheme- of revenge.

Vertigo (-3 GP per 2 points): This ~~ a egadv' trributc, YOUl hero panic whenever he is in a iruation where he might fall from a great height In extreme siruarions, he might feel the "tug ofthe deep," imagining iliat the aby:.s were about to devour him. Sec egative Attributes lor possible gam ffect .

Violent Temper (-1 GP each): This is a Neganvc Attribute.

Your hero has a tendency t overreact wh never he feels slighted in any way. This may lead to ieuarion tim will endanger him (and prob~bly hi comrades as well),

6S

.... '';

20~Estions FOR- YOV~HER._O

The following pages present a. ca.talog of questions that you should consider after you have finished creating your hero. You do not need to write down all me answers in derail (although this can't hurt), nor must you answer all the questions. The exercise is to help you ~t into [he role of your hero and to portray her as ,!ccur;wdy as possible.

U nli! now, .In you really knew about your hero were her game statistics and details of her appearance. such as height and hair color. These do not rell you about her personality, which is what role-playing is atl about, The better you can picture your hero's IdlOSY ncrasies, likes, and disli kes, the. easier It will be for you to react appropriately in a given game situation. Now you will know what she is 1 ikely to talk about lit the nightly camp fi.re, wb ich dark secrets from her past she may harbor, what her favorite foods are, and so on.

With every detail yotl add to make your hero more complex and realistic, you WIll find [he game more fun, until finally you'll get to the point at which rolc~playing gets really exciting. You'll find that you've stopped playing just a constructed pcrsonaliry and you've immersed you rself into the "reality" of.he game situation. No longer are you simply portraying the mighty mercenary Nrik, but you've gotten to know Alrik WaHbreaker. who ran away from home when hc was little. servedaboard a ship for some time. has been hooked on Premian Fire ever since, and distrusts magicians.

To help you reach this point of character development more quickly, the following Jist of questions is provided to give a rough framework ror making your hero a uniq lie personality. You will find additional background information in the world description (especially the secrionen your hero'. homeland) as well as the cultura] description that is relevant to your hero.

• What does your hero look like?

How does she wear her hair' Is she fat, slim, or lanky? Does she bave broad shou lders? Is her face distinctive or beautiful ~

Appel/fallCt dl!fMTld.s n01 only 011 race and culture, bllllllso 011 pTrJf(JJioll. Yoll toon't fi"d /IIOIIY wtnk u/(Irriors, nor art '1ollliktl'l to IU mlllly jot burgloT!. YOII should also try to give YOllr hero m leos: one dirt/nezive lel/Illre.

• What impression does your hero make on srrangers?

What would someone meeting your hero perceive at first glance? Does she move in a n elegant ora C!U rnsy fashion? Does site look friendl}' or aloof? Does she wear (or carry) something that catches the eye?

Dumrft are not ext1cllyk!ICmltl for graceflll movemml. (l1Id fJ warrior ItI h{'allY mail ioill not look like a paragon of elegance. A lightly armored Horasian fencing mane!, 011 lhe other hand, lilill gille an (II !!fIJ/)' d iff(rI!1I lim PUfft 011, i!JfJl!clflll y smc« sly/e means every/h ing in Ius homeiand.

• How did your hero grow up?

Dots she have siblings? Whn arc theyr Whai arc [heir names?

Are they you nger or older tha n your hem? Does you r hero I ike:

her siblings? What is (or was) the profession of her pa rents? Are they still alive! If not, how did they die? Did your hero grow up

In a village, <l. ciry. Of ~. small hur deep in the fore.lt? Did she have

;J shielded childhood, or did she have to learn to fight [or her life carly QDr Were there any special events in her youth that somehow shaped her, like the death oi « good friend, an unjust punishment by a noble. an ork raid, or the observarlen of .'In aCI of divine intervention?

A hunter will probably hOlIt' J[>tlll her childhood in the Jorm or a IlIJallllil1age, wIllIe a warrior or magician migllf have been separllled from his fnmil.lI early iJI life to speud hii fOllg academir training ill an /orl!igll city.

• Does your hero still maintain close contact with childhood friends or relations?

In addition to her parents, important people might be old friends, former teachers, or parrons-c-rnaybe even an old flame who has married someone else in the rneamime,

Wal1'iorf and magicians ate likely to havc at leas: ou« favOllu leadll:r. [I', also prusl~blc t/1I2 t a bUI'glar WQ,!takro ill by all older colleague who Imlgk. htr hit craft.

• WllY did your hero take up adventuring?

Did she leave her home because she just wanted to see ehe world? Did she become an adventurer by accident. or was it a cruel twist of fate? Does your hero try to accomplish partrcula r goats, or docs she just take it one day at a time?

Some heroes leave tA~jr home jllst for the sake of adventuI'e or UJ get rich and faIT/QUo'. Othus art: colljromcd with (ldvclltlJrt: by chenco, find if /0 their {ikilJg ... and never agaililcave it! padJ.

• Did your hereever leave home prior to becoming an advenrurer]

Has she traveled far? Why?

Felli Allt7IlIln'mJ5 travri mlldl, for /raveling if d(JrJgel'olls, !UroIiOIlS, and cxpensivc. MOII11It:banks, on till: other hand, regularly travel the consine»: from one t71d 10 the other, (I lid pirou$ are 011 I.he move CQnlilJUously.lf you, M10 hlJS Inll/tied exunsively, yOIl sho/lld kn OIV why .

• Is your hero reHgious?

Ifthc answer is "yes," was he raised thai way, or did he convert due to some special event (such 3S witnessing a miracle), or was

he once within a hair's breadth of death bur was saved? ![hc\ not rel igious, why not? Ha s he never had an interest in the gods, or did he fall &om the raith? Why?

In Allewillria, gods are ponmyed as whIgs 111110 soronime! illutfrrl! directly in/he affairs of mOrlah-fOT insmnre, lIIilen one

of their dC/IOII! fol/ollierf prays for and if grtlllted a miracle. Nl!Orly CJJcryl.me takes lilt: exillenel! of lhegodJ for grmmd and belielJe; ill mem; agnostIcs ort: rare in Aventllria. This dQl!s no/ oUlDmt1licall,. mean Ihm YOIIT hero I1'JUJI be tI dellol/I' 1II0fJhipl!r and reg ular templ«« goer. Eilles, for instance, have a distant oieu: oJlhe gods and do nOI f!ngage in tin)' [orma! rvo.rship at all.

• What is your hero's opinion on magid'

Docs she regard mllglc as II given of everyday Hfe, or has she never before seen the casting of a spell? Is she afra id of magic, or docs she usc it like a tool. iust as sbe woulda sword or a set of keys?

66

The average Avmnma» does 1101 have much c:xpc-riena wllh

• .zgIC. mstead regarding it IlJ somcthtng' mysterious and frigh/ming, '~7 not discussed open lv. 1"'lIile III man' of th« largn settlements 'gJciallJ art' a [aa of life, ellen ,Iwre Ih~ do 1101 cast Ipe/Ii fi't'qllt'ntly

- l'll'UJ 0fltrangers. In the cOlllllrysidc, Ihe occasional hermu tmghl bl' mored to pOSSel! II '"il'd (,owl'r!, or a druid lillingjl6111IJide the forest ghl al!cgedfy be {'apI/bit! of ta/killl( t(} I/n;mals. Wheiller .fllCh powers r ref!.tmied as good or an! dept'rld.r Oil the atuano». Elvel sre magll' es

• Jet of everyday lifr. ",//I!e dwarfs regard II IVllh rauuon. MagICIans. '''(;IUrH!, "lire' magIC.

• For who or what would you hero ri k hi life?

Would he be willing to risk hi life al all? t docs he regard .ng 0 as th one thing that make-life worth living? Is he willing

A WORP FR_Orn: tHE WiSE:

On Cxoosf no HER_O£S

1\ Highlcrd, you will probabl want to be pre eli t \\ hen your pia 'er create their heroes, By doing 0, you can ensure an interc ling a well as balanced group composition. You should !!:ivc your pia ers as much freedom or choice: as po sible and

ret en urc that all tile necessary "basic t) pes" arc covered, You need a fighter (a hero with well-dcvdopcd Combat Tslcuts

and high VI) co succeed in combat, A diplernsr (a hero wirh high TP in me Social Ta.lcn~ .. knowledge ef'the urban way of life .. and perhap.~ bigh SQci.J1 Standing; de pirc the monikers, rogue nnd burglar weuld also fil clUb catcgor)'} ascertain

that the group can make itself heard dnd mamtain a certain standing in me eye of thdaw.

Th outdoors specialist {high TP 10 the anrre Talents, knowledge of anrmals and how to (rear them keeps tile group alive while out In the wild, whil the chelar (highly developed Lore Talen ,broad election oflanguages, po ibly with pcllWit CApability) ca n translate ancient scroll and i uscriprions and may be able [0 ge. more information frum celleagues ur instinniens,

Tu make: such il group possihle. the rub proride three professions from each of these four fields. some of which overlap. You might wanl wallowa part o£four smolan; or four outdoors specialises. but this WII! burden vou with extra work in CW;Lom izing official advenruo to (ht·lleed.~ 0 your grou p. Ad ventures you create you rsclf will probabl y be limired In option. If gr.llup compesidon i more varied but still misseS om" (1f the basic elerncnrs, ),Oll mU'1 make renai Q thar ever}'one knows the group's weaknesses and is contribuu.ng (0 solve them. In some (rare) cases. you might want [0 play on these weaknesses for heighrened tension, but don'r overdo it,

If ou are in a hun:y to stan playing, el free to usc the

• lCcbetypc.s (with prepared character hee ) provided with the: c rules perhaps allowing for minor modificatiens to heuer uit the players' wi hes. on. i ler Hawing waps of

ttribures (a long as the requirement ofthe hero's profession are nor violated). hanges in hair color. eye color, height.

and weight (within the racral and cultural parameters) are always acceptable. You migb.[ even fig\lr~ our an archetype.'s

to take nsks to ~et rich aod famous? Or would he forego glorv In

lieu of regular pay.~ ,

.1 u/arrior's concep, a/honor mlf(ht Imply that lu must risk hI! life for the poor and tile ltJeflk. A mercenary, on fht' olher hand, llIould qlllck1v pili hmw:1f QUI of bUSlfIl."SJ if he taerc to filet' danger withour adeqllate paJ'lIIl."fIl.

• What is your here's greatesf desire?

Is there <lnyrhmg she has always wanted [0 see, experience, or achieve? Docs she aspire to lofty ideals? What kind of matenal wC;Jlrh would she most like to po c ?

This qu~tioll addrerrt!s persona! (/;1111 as ((leU <IS uitruinic Q1Ir:.r. realistic plan. as well <J$ utopian OTIC'S. For au eif. tlte welfare of tile cian lII~g", {~elJ bell prime mouuator; Q/I th« ot!zer hand, a divaifffonder( uluh flug/It be /0 (ake a bath in a trough [14/1 olgo!den coins.

cultural modifiers, remove thern, and substitute them \'.:1111 the modi fiers from a different ruhure (if th~ profcssiOIl is allowed in rhis culture), (or instance turning the Tulamidvan magician into a Garedan one. FinaUy; you might allow chcl'ngcs to equipment by ignoring all item owned and givlIlg plnyers a fuJI purs to spend as they like.

11 final notes on hero etc-arion arc important, You may

have uoticed that, despite all the options, cllglbJ~ character

choices are om whar brnited, This i only a lemporary

situation, since Swort4tmd Hrr~s will list tl.ll Aventwian races

and cultures as well as aU nonspellcastingprofessions, while

Magic iJrld WJ'lchr:rofl will address magic ill detail. Gadt (11/'11

Demons will describe me details of the Av nturian gods, thus

your choices will m1llnply dramatically. Remember that players

em alv ays create their own pro sion sbould you choose to

< 1I0w them. If you allow them to do o, however, take care m

rerain game balance. "Paladin .. who figbt a well as warriors,

cast p lis a' well as trained magicians. and work divine

miracles arc highl~ unbalancing IIlJd will quickly cause other players to lose interest in the game. Their heroes will probably be nothmg_more than extras needed only fQr adventure dre.ssmg ..

R~g.udless 0 all the option, we ~trongly advise you nO!

LO allow evil characters: such characters arc not Jnc:luded in these rub [or two very good reasons. Fit r, 3 character who i portrayed in an evil manner will sooner or later (probably ooner) create tensions and ill will at the gaming table. Second.

playmg evil characters lC5peciallr in the cinematic sense)

rends to get boring, iace certain traits and behavIOrs Me repeated again and a~gain; accurstel poTtrlJ}'iog a psychcpathic murderer should be left to trained psychologist anyway.

This docs nOI mean that aJJ heroes mu I be saints, begifloillg each day with a prayer to the Twd vegods and helping old ladies across the stree; at cI'ery opporrunlrj; The game has plenty of room for weirdos, cgoti rs, nonronformists . a ad above all, real humans With all thcir weakn es . (rem mber rhar li LorDi ad aursges). lr makes-h roes much mor believable if !'hey experience inner conflict ever)' now and rhen, or if th~y ornetimes must b r'Ia the: law a !inlr;. (or at lw t think they mu r). These choices make characrer much more interc5nng than stereotypical "good" or "evil" characters. and il ma kc:s for tremendous role-playing,

67

• What is your hero most afraid of?

What are her personal earsr Arc ,lny of them rooted in her race' or culture's worldview?

Fears can occur on a personalltvt'l (filch as minor pJlObias), but the)' C"II also include mortal ft'ol' of a po/llt!Iflil archt'l1(.'my. Often, IJley resul« from/he legends and myths of the JJ(TO'S homdrl1ld. Your bero's rglltivc Abilities are a good wa)1 of r(fleerillg SIIch [ears.

• What about your hero', morals and ethics?

If you r hero had the cha nee [0 cut [he pu rse of a rich rncrchanr and get away with it, would he do it? What if the money was

(Ill old woman' unly posse ion? Would he modify we truth to gain an advantage? Would she lie to a prie ti Would he do 0 if

thi could protect iI friend from great harm? Doe he believe in

We wi dam of judges and nobles in the administration ofjusrice? Would she punish a c3ughT rhiefby herself, or would she leave this to [he authorities] What opinion doe she hold of nobility?

Raglin, piroU1J, and burglars u.llta/ly do 1101 follow the laws,jor iJtfu:y did Ih~ would be fom:d to quit tnt'ir proftssions-or uaro« Warriors, 0111/1t' OIlier hafld, au IISlIolly lflllglil 10 abide by the IJlU'. Only ml'dy ulil! an A oenturian question the riglu.! of th« nobilily or the wisdom of Ihe lato, for nobles and the loUIS are derermined by lite gods, jusl as Ihe toeather and lilt' leOSOl1S. Eloes, horoeoer; haoe paniadar morals of their otun tho! oftm clash with Ihi! ualues of humans.

• How does your hero treat strangers?

Does she harbor any prejudice .l How does she view elves, dwarf, and humans of other races? (Or, if she is an elf or dwarf, how does she view humans in general?) Has she even seen ;:I member of a d i fferenr species before, or does she only know of them from tales and rumors?

MOSI Aoentunan 101llllspeople know ofgoblillS, trolls, arks, and acbaz only from bearsay. In southern Allell/ulio, a sirlglc elf call cause quite a stir: Thus, p~ople tend to b~ hig/lly iUfPIClOUS of members oj other races. Ork; are a common sight in 'he northern Middenrealm, w},ere tkey are rega/"ded as blaodtkmty and wily. In Ike Fount/and, goblin; sometimes dwell within human cities, being recruited for the loU/bat of manual labors.

• How much does yoW' hero value life?

Docs she view killing as a craft just Like any other, or docs he try to preserve Life whcnver she can? Does she value the life of an ork in the arne way as that of a human/cHi'dwarf?

Most humans ree orkI and oblins 011 about (he same level as animals. and ill some plao», elves are likewise regarded. Warriors and mercenaries hao« been trained in lizc art of killillg, but this doe; not mean that they would not condemn u/atuon siallglltcr as much as till' next human.

• What does your hero think of animal (

Does she regard them as simply <I source or food, or doe she perceive them as dangers to her life? Does (or did) she have an animal herself, possibly 3 pel or mount with a personality all its own (a dog, a car, a horse)?

Dilly true br:ings of the llIild (and r:11lt:S, in particular} 1II01lld euer thInk of auributing' pt:I'5Dllolilil's to animals or plants. Most Aoenturians umuldn': think uoice about slaugfllering an animal for food.

• Does your hero have It sense of beauty?

Does she love music or art? Is she able to enjoy the beauty of asunser? Or does she find aesthetics in combat? Does she care (or cu rrent r.,shion?

Hard-working people often hao« 110 ttme to appreciate art and beatlly, while well-silualed heroes moy haue learned wbot should be regarded as beautiful or taste fill. Beallty Ii always in Ihe eye of the be/IOIder. however: Dwarfs, for instance, halle an t:nlire/y diffor<ml sens« of beatlty than dlli:s. Whilt' 1M [ormer praise IAi! beauty of a perJt!ctlywrollght weapon. lhe laltt'r would ralAer marvel at a walerfall or tht singing of the wind .

• Wbat an: your hero's favorite foods and beverages?

Docs she prefer ale to wine, or vice versa? Or wou Id she prefer mead or goat's milk.> Doe he believe that real heroes drink only brandy? Doe she ah ay, in I ! on having meal for dinner, or could he imagine vegetable new for a change? D cs she in i [on di. he and cutlery with c:very meal. or would he usc her finger and sink her teeth inro a rreshly roa ted leg of mutton. dripping with grca 1

Man Auenturians cannot afford meal more than once per fIIuk, and they rarely have more than lIIatcry olt: or tiJillMd wine. Easing wilh knife and fork is lIJually reJ~roed for llu uell-to-do, and napkil1s ore elmos: unheard of, euen in thos« cirdcs,

• What about your hero's Jove life?

Is your hero seductive or chaste? Is she experienced, or shy and clumsy; How doe he react to flirting? Is sh already poken for? (If 0, by whom?) Might she rill be suffering from a rragic lov affair? 1 she searching for me perfect mate)

For II roglle, jumpitlg from one affair 10 the next it UJllally the lIIay of lift. Warrior:; and magicians only rrmdy haoe lime for romanttc pursuits, whick might be becaus« llleir intense .'wdies limply don': olftr man)' opportwtiliei.

• Is there a dark secret in your hero s past?

Has your hero ever done .:wything she would like to remain forgotten? Does she have enemies? Is there anyrhmg with which she could be blackmailed?

Many heroes hail from a elole-kllit cotl1l1ltmily, and rhey leaoe dc.;pit(· dose ,ies 10 their fdioM. or may halle been cast out. Revea/ing !/lclJ an experience to others requires great trust-s-trust you pilI only in a companion who has proven himself time and agaill.

• Whal are your hero's dominant character traits?

15 she composed or does he have a temper? Hlghty or ealm?

Embirrered or joyful? Thoughtful or spontaneous? Earnest or impish? Curious or staid? Self-co !1 fidem or self-conscious? Wcllmannered or loutish? Mild-mannered or merciless: Suspiciou or trusting? Is she hard working, or docs she prefer the more plea ant par of Efe? What does she like best and what doesn' she like at all?

TIl is is (l jar-reaching question. TIre qualities you could think of al'!~ next (0 cndles5, and each may be 1II0rt' or less pronounced in your hero. 71y 10 describe YOM hero ill as many /IIord! as come (0 mind easily. This witlll(lp YOIl on yOllf (and lIt'r) first adtlC'lltla·es.

68

'i\uJ there s dirt in the

tHE Tru.trrt Svs ttrn

Hair mffled by the wind and beans pounding, tIle companions hasten along a darkforest path. The ftickmng light of the lanterns causes bizarre shadows to appou; and the noaamal sounds of the [oresl-tlu' unapeaed cracking of {I twi!! Jure, the (ar cryl of an animal there, and the jlutten'ng of large wings high above-seem to be louder that/usual; uT/naturally loud ill the dark/less.

'Just a feU! moments more," Ronan' whispers, "it can', he Jar now. "

Suddellly loud moan ing pours from the undergrowth, and Midliban lets

alit a high~pitched scream before she notices that the sound is coming from

the injured nu:sserzger.

"It's all rig/It, " Sllajir whispers mto her ear, his voice shaking sliglltly.

"It startled me as well. 11

aura, the t)pe of which [ call not easily ciassify, " sile whispet'J excitedly.

"You what?" Pren]« asks "Well, I detect magic."

"Magic?!" The Thorwalian immediateLy takes three steps back and brandishes her axe.

"Dead rigbl. It's probably Ihe sura o/somethingthe messenger carried. There's still a fainl magicaL emanauon originating at his belt. How imewtingf Maybe a magically sealed letter, or some kind of astral mwage? II musthaue been 0 reatLy strong spell or [ wouldn't stili be able to

detect it."

"However thtu may be,fn'ends," Rondrion cuts her short, "we should start fol1owing whoever did this. Othertvise, the thieves will get Qway easily. Any suggestion!?"

"Course," Prenja grumbles, still clutching her amulets and keepil1g some distance from the magicienne. "We follow them, bash their beads ill, and uJke that magic whatchamalhillgie away from them. "

Rondrian s/wkes his head. "I was talking strategy here, no: basbing. TreamuUl, do you believe the messenger might. be! able to stay here alone for a iohilo, or is he hurt too badly for that?"

At this point the Sci/unk Rider cuts in, sounding weak bu: firm. "I will manage. DOII't bother with me-l can lake care of myself. But J beg you: Get hack Ihis messagel If you manage this, I'd be glad to wait th« entire night in this fimakc71 forest!"

Rondrian gitles him an appro/Jing nod. "Good man! All right, then. [would like to suggest the following: Ronan' and Daria form the vanguard and follow the tracks. Trcwman, Mirhiban, Shaji,; you keep to the middle so lhat you'll be protected in case a fight breaks out. Angrax, rake point with me. Frenja, you bn'ng lip the rear. After aU, " he adds wilh a &Illy smile, "you 're probably the fastest of us at entering a fray. Besides, enemies sometimes attack/rom behind, and a strong fighter in the rear is essential."

/is yo II .ray, skipper. You should }~now best about fightin'," the Thorwa/ia11 nods her approval.

"Take positions, people!" Randrian cries.

AI this, Ranari tugs his sleeoe. "Priend, we should be silent if we tuant to calcb all enemy, " she admonishes him softly.

wound, oh my. Let's see ... shouldn't be

too hard. Here, bite into this."

The magtaenn« throws him a quick

lance, wondering whether he might share her disirus: of the elf ioom 111. ear tile path crouches tlte mesJengel; his face wracked wilh pain, clutching his bandaged leg. As soon as Ite recognizes che elf, he looks as though (I great Weigh, has been lifted.

"Thank the godt! It's Y0lt!" he cries.

In an instant, TreW!71(1I1 is at his side. loosening the bandage und e-xpert.ly studying the wound with qllick.flTlgers.

"Doesn't look good, Fracture, needs to he put in splints," he mumbles to himselfwhile searching his bag. I4nd there's dirt in the wound, oh my. VWiit a moment ... let's see ." shouldn': be too hard. Here, bite into this. "He pusJ,es a piece of wood between the teeth ofillt: bewildered Beiltmk Rider. Soon after. a low scream of pain i5 heard, accompanied by a crack/ug noise.

[II the meantime, the others have been searching the scent: of fhe battle.

"Sellen persons, as for as J can tell," Ranan stales.

"Thry toer« u/aiting in ambush in the undergrowth, " Daria ,md ngrax add from the light side of the path, "They probably ~new he was gOi1~g to pass here. See? Here t/,ey tied some rope-they 0111 needed to pull it tight to trip his horse."

"This must be one important message he was canyi7l.gfor seven people to attack a fingle messengel;" Rondn'oll adds.

MealJwllite, Mirhiban watches the wounded man (I.)ith intense concentration. "There seems to be a Lingen'ng arcane

69

s you know by now, a Test (against one of the ~Ight Arrnbutcsj rs used to decide {he succes or failure of many action undertaken by a hero. Many SLlU3.C{OnS during a game challenge more ,han one or a nero's Attributes, and sornerimcs experience <l!1d1or specialized knowledge are more Important rhan "raw" Attributes. For instance, :1 hero climbing a tower would need to employ OUTa c, Streng-th, and Agility. all of which should be rested by the Highlord. In addition. it's important whether the hero IS lin experienced climber. and such knowledge-c-or the lack of it-should be figured into the approprrate Test.

Skills such as climbing. riding, heahng, and so on are called Talent. While Talent de cribe what a hero can do, Talent Prowess (Tr). wbieh i made up ofindividuallalent Pouus, measures JUS! how experienced sh . i at doing it. After we have explained Tabu Tes ts, we will give brief descriptions of all available 'Ialem , along with information as to which Artriburcs influence the Talent

in que tion (sometimes, one single Anribut is particularly irnponam for a specific T,IIml; in this case, the Anributc is listed rwice, meaning thal (WO of th three rolls arc made against the same Aurihute}, We will also tell you whether wearing armor or carrying load, encumbers your hero and which Talent are rt:ll/ud til nther T31m~ (meaning that experience in une Ta11:1lt may be u ed to substiunc for

a nether one).

When reading the descriptions of'rhe various cultures (as well as [he different profe sions), you Can dead:. ee tha t ~real di\ler ity exists as to how pr ficiem a hero rna be with a certain Talent. The Talent LiS[lOg (3 jist of aU the hero' Talents) reflects a hero', life circumstances: whether she was brought up in the Khom Desert or in the Fountland, or whether she once lived as d hermit or in a large t WII urrounded many orb er people. Talents aJ 0 give

you n good indication of your hero's character trail, preferences, and weakne seS-li much better picture than her physical and menta! Attributes alone could provide.

Along these line .• never regard your hero', TP a mere data measuring her capabilities in certain areas bur rather a II broad outline of her per onality. Such a point of view rnigbt help you accurate] ,pia, your hero' character right from the tart. For instance. negative TP ],[) Swim (such as 11 dwarf would have) not onl indicates that your hero will have II hard time: riling wim Tests, but also rhar you should portray him as having a genera! dISlike of water and rravehng across water, (Curing ncr or Ibis dislike and [caching her to swim would pr bably present y ur feUow players' heroes with an interestingchallenge; gradually advancing skills nd learning new one i part of d role-playing

garnes pecial <lppea!.) Thus. a TP orl) in one particular Talent

u uall indicates rhar [he Ill'TO ha., never given any real thought

(0 this skill. and usu:d1l,doc5n'l plan en using jl. For instance, a hero with 0 TP in Play Instrument wouldn't be able to (eli a hom from a lyre and couldn't make either of the e 111 numerus produce anything even closely resembling 11 melody.

A Talent Test combines a hero' Attribute and her Talcru Prowess 10 dcrcrrmnc rhe outcome of an action. he simultaneously proves her physical capability and makes u e of per ional experience in the appropriate field. To go climbing,« hero needs to pass three Anributc Tescs in succession: ,} Courage Test, an Agility Test, and :I Strength Tc~1. If [he hero has e.. x perience in climbing (I.e.,. he has Talent Prowess in limb), the c points may be used to override failed Te ts (when necessary) by lowering any or all of the rolls. 'he may spend 3S many points

as her TP Value In the rcspt:ctlllC Talent.

DI/ria (CO 12, AG 13, ST

1 J; TP: Climb 6) ilia/Its 10 scal~ all ancient wall. Til, l-lighlord cal/JIo/' all unmodified Climb Tat, Daria's player rolls 13 Jor Ihe Courage USI. 10 Jar the Agility Tat, (liid 14 for the Strengtll Test. WiTholll her TP oJ6 in Climb,

till: three-pun Test would hau« foiled OIl I/lefim roll (flit Courage k51). Dill: (0 hrr TP oj 6, hOlllcrJ'''' she may subtract I from thefim roll: Ihe Courage Tal is IhereJor, !/IeetH/II/IWd Dana has 5 more points oj TP 10 spwd. The Agility Tat was III (,wJul, but 3 more points I.m: needed 10 pct.<S lIlt Strmgrh Test. In IIII' c1IJd, the hero posses al! three Tt'J1J am} tllIIS pUSS( the Climb Test unthout t'II!!1I using 01/ of fll'l' ollailabl, TP (she stil! fin! 2 poilllt 'eft).

It i~ irnpnrrant that you

follow this procedu re for every Talcn; Test: The player rolls her fir ! Attribute Te t (if nece ary, modified by part or all of her TP), followed b)' the econd one (modified if necessary), and Jinally the third (once again, modified if necessary}. The play r cannot SI ad more points ofTP than the total amount ofTP ht' has in the re pecrivc Taleru.

Note: Players are nOI permitted to tot:lj the Value of ;Ill three Attributes (plus their TP) into a lump sum and then roll 3d20 against {hat. comparing sum to sum. Neither !s it possible lO roll three time in advance and assign the result 10 the three ubie ts dftcrwarcls. A player 17Uly roll three Sep,1[3[e dice (in different colors, pr Icrably) at the same urne; in thi case. she needs to assign one die to each particular Te r beforehand.

70

Since TP Values repre em J hero's kill in one particular action, tbey are not really "spent" in Talent Tests-your hero begin her next Test with the fuJI number ofTP at her disposal

nEGAtivE taLEnt VALVES

Sh uld a hero have a negative TP in a Talent. or should her TP drop below zero due to situational modifiers (see below), she must add this number to aU or her rhrec Test rolls (while still trying to beat her Anribure Values): thu , negative TP alway lead to Difficulty Increase (ee below) on all three Tests.

Angtax, SOli oJAngarosl! (AG 12, C 16, ST 15) is « typical dWlIIf. His k'lOwledgl: oJ liquids is restricted to IIle, liquor, and irritClting liul« puddles of WilIer in the millet - small wOllda l/Jal his Swim TP is -3. UnJorllwatay. he is SIIddc'1lly expected to swim across

{I smul! lake: no mort: than ten prices (l('I"OSS to s« to th« unguarded backsidt: oJ a water castle. a uukludged "daily rOUl;III:" by th« Highlord and thus meriting m:it/lu a Difficulty Increase liar (/ Dccreas«. ln shon, a stllnda.rd Swim Tl!.ft .a.pplil!1(A GleN/5T).

Allgrar's play" rolls 8. 15. and 2, indicatiflg rllI/tllte jinl Te£t succeeds despite rile +3 DifftCtllly Increase. The second Test (CN Tat + J) Jails (15 + = 18J. since .4llgrax does not 11Il1lt: points ojTP he 'Ollld spend to lower Iti.r result. A tlgrax can't us« IILr third roll, good as it i.v, ItJ compensate Jor rhe second OIU', Q lid thus experience: serio tIS problems halfway across liI,. lake.

DiFFiCULty lncnss ES AnD DECR.?ASES to tALEnt tE rs

Thlenr ~!i( mdY be made more difficult (:I Difficulry Increase) when (he action ill que nion is unusually difficult or outright daring ( uch 3.5 a Climb Test I ~ for 5 aling a wall without any handhold ). 1£ the anion seems rather easy on the other hand, a Difficulty Decrease might be in order (such as a neak Test-3

(0 ger past a drunken guard). In such cases, the hero's TP in the corresponding Talent is modified beJore the Tests lake place. In

e ence.rhi eith r reduces [he number ofTP point that can be

pcm (if there is a Difficulty Increa e, such a Climb Test +5) or increases it (ifrhere is a Difficulty Decrease. such as Sneak 1"'e5t-3).

Such. ;iraa/ional modifiers mighr :I rise bees use a Test is particularly difficult (like picking a lock of dwarfen construction on a rich merchant's trongbox); becau the hero i. encumbered or impeded ( uch as having iu [burned her hand 0 they hurt with cveq' move); because she has the right equipment or not (a set of loekpicks would be handy In our example below); because of time can traints (like the city guard bein on one' beds); or bet au e of numerous other factors.

Daria (W/IO lUIS TP 10 tn Pick Locks) lIIould incur the Jollowing Difficulty Decrellses and lncreases ill tile example }il$t cOflsmmed: dlVorfilllo{"k + 5, numb fingertips +3, hig}J .quality lockPick -2. time constraints +3. A ({ in at], this tr/lllsfattf into a DifjiCJlffY I ncrease of

9 posnts. This Increase is notu balanced against the' hero '$ TP, {eallil1g Daria with D TP OJjllsf J, Witholll Itu /octwicks, III!r TP would haue dropped 10 -I, which would II,WI! meant addmg 110 all three Test rolls (Oll(t' agamst IN, twice agam,·t DE).

A second example: The Hlg},ford coils jar a Cook Te« -J for preparing gm;. JJoftr has a TI-' of J In Cook. Smc« th« Difficliity Decrease 1.1 added to lIis TP, he ma), now roll as though he /tad a TP of 4 IIJ Cook,

The following table Ii ts the most common modifiers you might encounter during your games. You can usc these entries to [udge all ether modifiers that mIght arise.

mODiFiERS to tALEnt tE ts

Task Difficu1ry

Ca n eas il y be don e uns kill ed

Has been part ofthe bero' training Is daily routine

ted a bit of concentration I exacting

Is real I)' hard

Can'[ be done without uiiable equipment Is next to impossible, even with equipment

Increase/Decree e -7

-3

+/-0 +3 +7 +12 +18 +25

OPEn AnD Conrssrno tALEnt Ttsrs

You have just learned [he easiest and most basic method of determining whether a Talent Test uccccds or fails: A Difficulty Decrease or In reasc is applied if appropriate. rhen rhe player roll the dice to lind our whether the hero's point. ofTP are ufficielll to make up for high rolls where needed. In some situations, however, you' U wan I to know JUS! /tOI!! well me hero succeeded in II Test.

To help you better Judge this, we have devi ed two variant Te t mechani ms: pen Talent Te ts and Contested Talent Tests.

OPEn tEStS AnD RgmAininG Points Of tr

As Highlord, keep in mind that the results ofl1J.!em Tests can be graded. The: more TP point a hero has Iclt after the third Test Ithus fter pa iag the. 'Ialent 'lest), tile better he was in applyrn char particular Talent. The number of remaining points is especially i mportant when dererm ining the artistic Of moneta ry value of II piece of art or craftsman hip, and even more so in spellcasting.If

10 or more points remain after the Test is finished we call CN a wasterly TCSl; if 19 or more points remain after the Test is finished. we call this a pt:rfcet Te r,

A 11I:ro may never fini h with more points than her origlus] TP Value in the Talent in question-s-nor even with a signifieanr Difficull)1 Decrease. Thu • a beginner with TP 3 can never have more than 3 points left after a Tc t i fini hed, not even with a Difficulry Decrease of -10 due to very easy circumstances- he just isn 't able to achieve a maulIrly result.

This game rnechani m becomes especially important when you want (0 compare Te LS to each other; for instance, during a competition, or (he compari on of two heroe • Play Instrument Tesrs during a mu ical contest. In the end, the hero who ha more TP poi nts left at the end of the Test wins. lf'bcrh heroes a re left with the same number ofTP after passing their respective Talent Tests. the hero with the higher overall TP win the contest, If both happen to have the arne overall TP, the hero with the high Sl relevant Attribute wins.

A typical use for the Open Te t is any type of chase, espc~ia!ly when you track the actual distances covered by {he involved parties (by using a hex grid or graph paper). The more points ofTP left

a ter the 1<': t, the more hexes or squares the paft)' has mov d. On e the pursued parry has gained a ufficient lead (in hexes or squares), the Highlord might rule that they are Out of their pursuers' range

71

H rGRLORP'S AD iCE:

WIiEn to ALL FOR..AttRjBVtE tE t AnD WRHI to ALL fORJALETIttESt

sually, Attribute Tests re called f9r when no Til!~l is suited for the [il5k at hand (for instlln~c, ycu will not find a l:atem such as Bash Down Doors UI tile Talent Lisung) or when passive use comes iato plllY (Talents almost always represent active use of one's physical or mental capabilities). The following guidelines hould help you decide,

co TCSlS art" rather fr UCIlI, both for withstanding shock or terror or to rca h d cision and how determination. CO-ba~d Talent5. on the other hand. represent actual willpower actively used to force someone (or oneself) ro do something.

CL Tests can be used LO decide whl!ther 3 hero remember orne seemingly minor bir ofinfonnation a~ the right time whether she i able to identify complex pattern, or bo\\ good her general edo ation is. CL-ba ed Taln . on the other hand, ale u ualLy Lore Talent dealin with thea ailabiljty of'specialized knowledge and with adapting it to the situation at hand.

IN Tc 15 are used to determine wherher a here nonce something with her five (or more) senses, 01 whether she can "f~d" her W3)' into a siruarion and Jet accordingly. The active use of this Auribmc during.a Talent Test. while usually dealing with pcreql\lon ;J~ well, may also be used 10 enable OJ hero 10 reach quick. intuitive decisions. Tn combat, I Te ts are often used to repre em quick tactical derisions.

eH Tests often determine the tim impression tJ

per on give cSRedally if done involuntarily. H-ba ed 'Ialerus, on the othl!,! hand, are used when your hero Want other creature to do emeihing [or her i I) a specific situation.

Additional note concerning the Charisma Attribute: Usually, aura and personal rnagncrisro (11~ well a looks) only work lit their full values when dealing with members of the same species (with humans,

I) uaU only with members of the ame race), dwarfish popu li t orator is not likely to get the . ame response or recognition from human than from hi dwarf kinsmen, \ hile.elves HI probably only h ke their heach at him, regardless of his Charism,a. Aeenruria is far from being free of prejudice, superstitious prattle. and implicit (or even explicit) racism, You can figu re this intI' a game by

(escaped beyond the next hill, got lost in the crowd. outdi lanced the enemy chanots, and so on).

You might want to usc accumulation of remaining points orTP to rcflcce progress in long-term tas ( uch a erecting a building or library research), In such in ranees, the Highlord decide how man}' Talent Point are needed in all. whether more than One hero is allowed 10 contribute to this overall total, and the freq ucncy of such Tests.

lowering a person's Chari rna value ana scale from l

(a Mhadanistani in Gareria] 105 (an ark amall,&' elves) when dealing w1th members of other races, This applies to simple Attribute Tests as well as maoy Tests 011 oeial Talents.

o course, this disadvantage slowly disappear rhe longer you know uch a p 'r 011. Among groups of player It 'rOC5, it should only be an j,. lie at th start of play, if:lt all. it's best to do aW3)' .... ~lh Test and rrributes entirciy wbcn playing out group inreracricn.

These rnedifiearions never chapglt (I hero's Charisma as ii applies to animals or for the purpose of tasting spells,

DE Tests come into play whenever a hero needs manual dCJ<tcricy or quicknes : for instance, to thread a needle or to E3rcfully remoy weight rom a pressuretriggered trap. DE-ba ed Talent arc usually cra.ft skills having to do with creating or adorning items,

AG 'Iests arc. u cd to put a hero' overall physical litheness or quickness of movement to the test. These are rare since Athletics and Body Control account ror mo~, {Jhhesc features (and both can be used passively). Still Agility il> highl). inJportaOl in combat, figuring prernineruly into dodging and various special combat moves.

CN Te t are rolled to find Out whether a hero collapses due to exhaustion, whether she can withstand illn - s or poison, or to check how fa t she recovers. C - ba ed TaJcn arc quire rare, ince C is normally us d pa sivel}\

ST Tests arc normally used to dCl:e(minc whether

a hero 1$ able to lift, drag, or C;JffY a certain amounr of weighl, or' wh ether she i able to bas,h dowa 11 door or bend an i.ron bar, Few Talents empluy Strength in an aimed manner, alrhough T dots figure prominentl into a great number of Physical Talenr .

Breallung heavilv. our l,erOl:j reach (1l11ide rivo: The villain 011; earl the I are pursuing has jilsf crossed, hOt/ill/!, mode ceria in that nil bOQtJ rcmainmg on 'he heroes' sid« of/he river have bUTI rl'ndncd useless (escaping Wilh the only one left undamaged}. The HighloTd rules that repairing aile of the damagd boats require! at least points ofTP I"ff over from Woodcraft 7;",1$, that no more I!JOf/IIIJ() he rot'S mayjoill illlhe repair work. omllhal U!1s may be rolMd OIlCC ellery 15 minutes of game time.

72

Frtmjll (who, 11$ IJ Thorumlian, is well f.Jc'llla'·nted (Pith d/lmaged /100ft} and Allgrar (wAo, as (I dWIlIf, has (I natural 1If'liftJde for aft kinds of (Tafts) setto work Illith their aUI and corving kllllll'i. reqNiril'/J. (J Woodcraft Ten for each of them. Frmjo passes her Tnt Ivitll 2 poiml to IpaTe. while ,·v)gra:r has 4 poinu ofTP remaim·lJg after his Tes« W,ih

oJ toto I of 6 poilus / eft aUI'I, a secon d HST IS lJeceS!fJJy Ih re« III rill (15 mlrmles) late« III fhl! Test, AI/gnu learns 1110/ while he knolVs /I (0/ sbout woodcraft, his knowledge of boats is iomClIlh(J1 locking ri.e" he /miJ his Test); Frenja, ho.wellel, JUcceeds with 3 points lI/lJpen/, thus i>ringillg thc 10/0/10 9, bealinp, Ille 1i111111: of 8 >rI by Ihe Highlord. The llaOts hat« m(Jlloged /0 repulr (bc boot within 30 minutes. Allihey call Jo not« is hope Ihor their qmlny has 1101 go/tm 100 much of (J lead ill lhe meantime.

ContESTED tEsts

Another approach is possible when creating a direct contest between two Talents. In this method, one player's degree of 5Ucce5S .lifters the diffiwlty of another player's attempt (0 counrerace the aeaon. 111 other words, if player A rolls with great success, pl.lyer 13' s chances to defeat player A just became far more difficult.

If Dariu ma:t.d.s in a SIII1ak Te.,! witb 5 poinrs ofTP to rpiJr~, :1Ic gruml at d,c gale needs IIJ pass II Pcrcept.iol1 Test + 5 10 no/ice ha: -ltldirional modifius mig/II also come ituo play to mak~ d,c Te.i.1 eoen "arder for Ihe guard.

Typical Coctesced 110m (i.e., Tests rha[ art made harder by me success of opposing Tests) incl ude Perception (modified by -orneone else's Cheat, Hide, Juggling. Sneak, and so on), Human Xarure (modified by someone else's Fast Talk, Persuade, Seduce, '1r other score), and Cheat (modified by someone else's Cheat), L'sually, the modifier comes from the "active" Talent, that is, the Talent used to achieve ;I desired result.

If this ruleleads to too much die-rolling (or your tastes, iust -errle on a single Test with a situational modifier, Instead of having hero ro!l once for sne3king and then rolling six times for the six zuards' Perception Tests. for exam pie, a Highlord might simply call lor 1 Sneak Test with a Difficu Ity Irrcrease of 6 points.

Careful, though: The two racchanisrns-s-Open Tests vs, Cornesred TeSlS-;lre impossible ro use at the same time. You may, however, employ Difficulty DCGCaSC8 and Difficulry Increases in both typ~~ orTest.

AvtomA.tic SVCCESSAflD FAiLUR,J

The Talent system also has provisions for Automaric Successes and Failures. Whenever you roll a double 20 (i.e., the dice come up 20 in rwo our of the three Tests) ,lhe Talent Test Jutomatici:llly .tails, regardless of the hero's TP Value. In the same

\ ei n, a double I al way~ sta nds for success. rega rdless of acrua I TP (and regardless of me result ofrhe third ro!!). The "double results" do not have to be ro!lied consec u rivcl y to counr a. au tornaric fail UTe or success. ln those rare cases when a double 1 is rolled in an Open ur Contested Test and the. Test stiLl doesn't succeed (because nor enough pninrs ofTP are lefr or because the con tester passe his roll), the Test is treated as if 0 points ofTP arc lefr unspent.

If a II th ree Tests come u pl or 20, you get either a spectaeu lar 5UCCCSS (which might be rewarded h)' the Highlord by giving the hero ani mmediare ). poi nt inc rease of the Talent Value) or an. equally spectacular Fumble, which can have dire consequences

(~llthough not lethal ones). As usual, the nature of ihese consequences is up to the Highlord.

OptiOTlAL: ALtERJ1Ativ£ AttRjButES

These rules assume, ~or example, that themree Attributes most irn portant for climbi ng a rc CO; AGIST. On rhc other hand, this might be the wrong-combination of Attributes for assessing whether a wall is actually climbable .. since you don't really need Agility or Strength to judge the difficulty of a climb, In addition, climbmg experience will still come in handy. The solution in this ease might be a Test against cOle UrN on tllC basis of the hero's points ofTP in Climb. The exact choiceuf U1C Attributes to be rolled against is up to me Highlord, and may be substituted as the situation warrants.

tHE tALEnts

On the following pages, you will lind a complete listing of "ll Talents rclcvanr for game pl~y.

BASic, SPEciALilED, AnD PROFEssionAL t AUTlts

Some Talents arc known by e\'~r)' hero LO III least a certain degree; these arc listed on the ella rueter sb eet as Basic Talents, You may a!w~ys roll ~ Test against such a Talent, even when your TP

is 0 or worse. Basic Ta lents rna y be advanced up to a value of 10 witbou: any restrictions and don't need to be activated,

On the other hand, a hero who grew up mthe dark alteys of an Avenrurian backwntcr tOWI1 and knows about rorcign lands only from hearsay (and has never learned to read. so she can't even resort LO books) will not have even the slightest notion

of Geography, meaning that such a skill is found only among specialists. This is why we call them Specialized Talents. To

adva nee such Taienrs, you need special mining or ed ucanon from an expert (who mIght be a fe!low hero). These Talents appear

on your character sheet only when they a rc part of a hero's race,

cu lturc, or profession. or else after they have been activated (by paying·'activation com" during hero creation or <It a later ~tage in your hero's life, as described on pages 30 and 31.. respectively). If none of these conditions apply, orifTP after activation is still lower than 0, you may not roll a n.r Testsaga inst such a Talenr and rna)"

in best, fall back on a related Talent (sec below). If such Talents

a ppear on the character sheet at ali, they are put in brackets.

Finally, some 1"'a lcnrs 11 rc tied to 3. hero's profession and might weI! be esoteric gibberish for nonmembers of the profession .. To learn such J Professional Talent (i.e., advance it beyond TP 0),

you need prolonged on-the-job training. In game terms, this means rhaithe Talenr in question mal' be advanced only if the hero dearly devotes time to practicing it during game play. These talents appear on your hem's character sheet only ifthey have been provided by race, culture, or profession, or else if they have been activated (sec above): eisc, tbey arc pur in brackets. Once agai.n. Tests against these Talents are allowed on.ly with a TP of lor grc:lter.

fALLinG BACK.onR;LAtED t ai.srrts

Since a hero's knowledge will always be limited, many Talents will exist that she knows nothing about. If the hero is mced with "3 Test against a Talent of which she is ignorant, the player may elect

73

HiGHLOR,p'S ADVicE:

tHE LEnGtH Of tALEnt Ttsrs

Scmedmes you 'U want to know how loog" it f<lkc,\ a hero to pass. a Talent Tesr, especially I n cases where a ~PC[; tic task needs to be fi nished again .. t a deadliae, or when the lockpiclcing burglar can already fcd th" foul breath of pursuing orks 01) her o~c.k You will not 6nd lhis information in tile res!? ecii vc skiUdcscnptiuns, 5 i n ee we be I i eve th at com rn on sense as well as rea'I-lifc c;'(pecicnce-~hould see l'OU through in abour 9'5% of eases,

lust in case, here's a good rulc of thumb. MallY 'Thlent T .. :sts rake no more man a Jew Bojons (:sec dme m<lnagem e m in combat" p8Jge 9!», while: others need an emircgo1l1L" 111m; othcr tad5 mighr take an entire lim!! till it (see page 20) or eVell half ~ day (thi.sapp!ies [0 most Tssts for crafting ircms). More detai!oo information on this topic will be rolJnd in the forthcoming Srvord.· and Hl:rruJ rulebook,

(0 taU back on her knowledge in !I related skill. Since related skills usually don't convey the same knowledge as the needed Talent, the Test against the Replacement Talent incurs a Difficulty Increase. The further apart the two skills are. the higher this Difficulty Increase becomes. The Increase is then subtracted from the:

Replacement Talent's TP Value.

The individual Talent descriptions dear!y state which Talents you may fall back on and which Difficulty Increases you incur when doing so.

While A51eifhM neoer evet/rome dale to a hor« in hit entir«

life (meaning he doesn'! have Ihe Ridl: Taler/t), he became quite agill.! (Body Co II tro! II) during hif earlv career 0/1 th« hig}1 seas and Iti, later adlllmumng tifr, so he full perfectly capable o/jOllling hI! fnend~ III a korlchack chase---afil:r all, Ihue's ,.rally not/illig a Thonoahan can't do if push come; 10 sholle.

Hardy into 'he fOI'C;', 'hI: Highlord culls for Ride Te;ts 10 avoid som« low-hanging branchl:;. Since A,lr:if has neeer learned how to ride, hi. player now rolls It Body Control Test + 1 0, m(anillg that A.slcif

is left with uacdy 1 poin: ofTP ou: of his Original 11. rQftlmaleiy,

his oalue: ill Courage, Intuition, and Agility are excellent, and the Thom/a/iall, whil~ ('rMillly 1101 an dcgaflt n'der, nonaheiess somehow manrlges to r("rnoill 011 thl: back ofh;s trusly steed "Saucrbrate« .. ·'

Encvmennncr (EC)

AnD EFFEctiVE EncumBRAnCE (EEe)

Usually, the Encumbrance Value of <I set of armor or a carried container tells you of an~ Difficulty I nrrease your hero incur;

hy wearing the armor or carrying the heall)' equipment. Further information is in the chapters on Combat (page 90) and Encllmbrtma {WO Carrywg Capacity on page 120.

Effective Encumbrance (£Ee) is a value that tak.es into account the clfecr of armor or load on the various Talerus: Heavy armor is more bothersome to an acrobat Than to a drover. Also, armor Ee rna}' be lowered by rhe Armor Usc. Special Ability (see pagt 100).

Irs also possible to disreprd rime and jusr do the. job at hand with the uemost mllCcn tra cion and anenrion to detail, This works only in suusrions where (here is no Difficulty Increase to the Test (lInd it doesn't 1V00.:k with Tests rhsr arc mBucnced byevents beyond the hero's eonreul-yoll can'[

~ke you r time. [I) .dTect.1 gracious landing when suddenly

being thrown from your hors~). BUt wben you do have the

time [0 work ca.ccfully, your task .may succeed aUIom~ri.c,1!1y.

In such a. case, you need to spend at least twice the rime you would normaUy spend when rolling the Tcst regularly. Ii

you need [0 accumulate points ofuospenr TP (see above),

[his e.flb:;til1dy doubles the .sp.11l of time IDa t passes be[Ween

Test.~, hut it allows you to add. your ful! number ofTP to your accumularingtotaleadi time, [[the heroes rake: their time, the High!ord mighceven ease up on the Difficulty Increase on

realty hard casks.

rf ~ hero wearing ioadsbide (EC 2) were 10 roll a Swim T~st tEEC=ECx1), this Test would autornaricallj incur a Difficulty Increase of (1 x 2 =) 4 puinL~, reg,udbs I)f all other sirua lion<ll modifiers. On the OTher hand, a Test on Survival (EEC=EC-'I) would not incur :l Difficulry Increase (and no DEcrease, eithc r).

Comaar tALEnts

Highlord's Advice: There are no Talent Tests for Combat Talents. Instead. TP is divided between Attack and Parry and added to the respective base values, theexcepticns being Jousting (used only for attacks, thus all pomts ofTP arc added to Attack "i131ue) and ranged weapons (aU points ofTPareadded to the Ranged Arrack Voduc). Once thrs ;\S done, combat is conducteden a blowby-blow basis (see page 95).

Falling Back on Related Talents: Some Combat Talents

arc quite similar to one anorher, meaning that an experienced sword n,ghlcr can [us; as easily wield a saber. When using 3 related weapon, a total of 5 points is subtracted from the TP Value, split like this: 2 points are taken from AT, while j points are taken from PA. If ~ hero tries to fight wid1 a weapon that she does not know how to me and it has no related weapon, the hero uses it with her Base Att"<lck Value and her Base Parry Value, plus the modifiers. mentioned above (AT -2. PA-3) ..

Effective Encumbrance; Like most Physical Talents, Encumbrance plays a vital pari in combat. In melee combat, it is ~plit evenly between Attack Va.lue and Parry Value; in case of an odd value, (he Arrack. modificr is rounded down and the Parry modifier \S rounded up. In ranged combat, £Ee is subtracted from the Ranged Attack Value.

Shaji r draws his sabe» (AT /1, Pll 9) to drjcJd himself OgelillSI

<1 rubber. Since he is wearing {rutlu:rcsmJur (AR], EC 3) alld Saber fISt' has EEC= EC-l. he incurs 1111 Effective EIIC/lmbnmCl: oj J (jor 3-2=- LJ. He nou) must splil this EEe lIalrlC: bClIIJU1I Auad( alld Pany. Because I dillided by 2 = ().5, he munds dowllfur Auur:k, yiddingO,

74

and rounds lip for Fh11J\ vieldillg 1. Thus, Slwfir's Auack UJIUl~ remams at 1/ (for 1 J-IJ=ll), whi/( his Pony T11ll1c drops 108 (9-1 ==8).

Encumbrance cannot USU:lJly be i~noTcd, but in ~ few C~SC5. you don't need to calculate it (like when hero is not in a fight, but iasread is trYing to ngufL out another', combat abilities by watching him).

Advandngand Maximum Values: Some ~ornb~l Talent arc harder to learn or advance mall otbcrs, which translates into [he columns on the Advancement .. on Table (A T; page 115). The maximum value a hero Gin attain in a Combat Talent i equal to the higher of her AG and 51' Arm butes, plus 3. Thus. a warrior with A I and T 15 rna)' advance her Combat Talents 10 a maximum TP of 18.

Since we will addrcs Combat Talents in more detail in an atmosphere more conducive to combat (in the chapter on the Combat System). thi chapter imply lists those values mar are relevant tor learning and advancing Combat Talents.

Axe and Maces (Armed Idee; Ba ic Talent)

EEC:EC-4

Related Skills: Sabers, Two-Handed Blum Weapons Advancement: D

Bastard Sword (Armed Melee) 'cC: cC-l

Related kills: Swords, Two-Handed Swords

BASic t ni.srrt

These Talents afC av ilnble to an heroes, even. if orne might rank ar TP 0 or even a oegativc TP. They don't need to be eli v ted, nd all heroes rna y roll Tescs against them.

Combat: A.'(cs and Maces.

Brawling, Dagger, Saber Throwing Knives

Physical: Bouy Ccnrrol, Carou e, limb, Dance Hide, Perception. Sing.

Sneak. wirn, Willpower

ocial: Fa rlhlk Human arure ature, Orientation, Survival,

Track

Lore: alculare, Legend Lore, Religiou~ Lore

Language and Scripts: Tongues (mather tongue)

Artisan: Cook, Lenthercraft, Paiml ra\ , Tailor, Trent Wound, Woodcraft

P ECj Li lED t R LEnt

Oniy a hero whn has actively learned or studied such a Talent may use it. Ville s they are .listed u nder rhe here's race, culture, or prokssioo, the must be

Bow (Ranged Combat) EEC: EC-3

Related Skill: om:

Advancement: E

Brawling (Unarmed Combat: Basic Talent) EEe: E~

Related kill: one Advancement:

Chain Weapon (Armed Melee) EEC: EC-3

Related Skill: None Advancement: 0

Crosbow (Ranged Combat) EEC:EC ')

Related Skill: Bow Advancement: -.

Daggers (Armed Mdee; Basic Talen I) EEC: EC-I

Related Skills: Drawiing, Fencin Weapons Advancement: D

FencingWeapons (Armed Melee) EEe: EC-!

Related kills: Dagger, words Advancement: E

acnvar d and can 01'11), be learned tom experts. Yo,1.) may roll Tcsrs again~lthern only ifTP i at IC<lst 1.

Combat: Bastard word, Bow.

Chain Weapons, Crossbow. Fencing Wc:.1pon Infarur Weapons, [avelins, lou ring, Spear ,Stave.~, Swords, Throwing Axes, Two-ll.!adcd 81 unr Wtapuns, Twc-Handed Sword , wrc.~rling

Physical: Acrobatics, Athlt:tic , Juggling, Pick Pockets, Ride, Voice limicry

ocial: Eli'lucm; Masqutcradc:, PerS1J<lcle, Seduce, Streerwisc, 'Thch Nature: Bi:odlElCllpt; Fi h, Trap, Wc~ther Sense

Lore: Animal Lore, Apprsise, Arcane Lore. Board ames, Englllceriog, Geography. Hcraldrj; Hi lOry, Langua e Lore, LaW', Plant Lore, • tarcrail. toae Lore, WUCr;IIT

Languages and eripts: Tongues lel/ery foreign ton~e a an individual Talenl], lkad.M-'ritt: {every alpbab(!1 is regarded as an individual Talent]

Artisan: Blscksmhh, Boats C:mogr.l.phy, Cheat, Drive, Pick Locks,

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Pia Inserumem, Tattooing, Train .Ani.malS, Treat Disease, Treat Poison

PR.OFE [OOAL t ALEUtS

Th Tal mts din be learned

onl), !Tom reachers. Unless {h.ey are

li ·ted under me hero' race, culture, or profession, ell, y need [0 be: activ < ted And can be learned only from experts. 'ou IDay roll Tests agaiIJSt them only ifTP is atka r L

Combat: one

Physical: one

Social: one

Nature; one

Knowledge: Anatomy

Languages and Scripts: one Artisan; Alchemy Bowyer Butcher,

Carpenter, Fannin 1 LIght Engmcc:rUlg Mining, Stonec.utter(fewder. 'lOI\Cmason, Tan.nerlFurner

Related Skills: Spears. Two-Handed Blunt Wcapom Advancement: D

[evcl ins (Ranged W'''pOIU) EEC:EC-l

Related Skills: Thruwing i\JIe5 Advancement: C

Jnusling (Armed Combat; AT only) EEe: or applicable

Related Skill. None

Advancement: E

abers (Armed Melee; Basic Talent) EEG: £C-2

Related Skills: t\.'('S and Maces. Swords Advancement: D

Spears (Armed Melee) EEC: EC-3

Related Skills: Infantry Weapons, Staves Advancement: D

laves (Ann cd Melee) EEC: EC-2:

Rel a I ed Skill: S pears Ad';anccment: D

Swords (Armed Melee) EEC: EC-~

Related Skills: Bast~n! Sword, Penting Weapons, Sabers Advancemem: E

Th rowing Axes (Ranged Combat) EEC; EC-2

Related Skins: Javelins. Throwing Knives Ad\'ancement: D

Throwing Knives (Ranged Combat; Basic Talent) EEC: EC-3

Related Skills: Javelins, Throwing Axes Advancement: C

Two-Handed Blunt Weapons (Armed Melee) E.EC: EC-3

Related Skills: Axes and Maces, Iofarmy 1M:apons Advancemenl: D

'Iwo-Handcd Swords (Armed Melee) EEC: EC-2

Related Skills: Bastard Sword, Sabers. Swords Advancemene E

Wrestling (Unarmed Combar) EEC:EC

Related Skill: one Advancement: D

PHYsiCAL tALEnts

'~ ••• ,

Hlghlord's Advice: Many Physical Talents Lend themselves to both Open and Contested Tests. Some Tests may abo be rolk-d in secret by the Highlord.

Encumbrance: With almost all Physical Talents.

Encumbrance plays a vital part.lt does not need [0 be taken into account, however, when a hero is simply trying to assess a situation

and not actuaUy anempting to act {like studYJng J muuntainside by means of her Climh 'ThIem}.

Advancement: Advancement costs for PhY5icgl Talents are read from column 0 on the table on PJge 125.

Acrobatics (CO/AGIST) (Specialized)

This Talent is especially lrnportanr fo.r mouctebanks because it covers everything they ha ve Ira ined for in their ca reers: bala ncing. swinging on a rope or trapeze,. somersaulting. cartwheeling.and vaulting. When your hero wants to perform an action that would

be worthy of a circus artist, the Highlordcan ask let an Acrobatics Test. Less spectacular feats of controlled moverneru. such as rolling after h~ving been thrown off a horse, are instead handled by Body Control. A hero needs to have a minimu m TP of ~ in Body Control to be allowed any Acrobatics Tests.

Requirement: Body Control 4 Effective Encumbrance: EC x 2

Related Skill: Body Control ( + 5). Athletics (+ 10)

Arhledcs (AG/CN/ST) (Specialized)

Th is Talent represents the ability to focus Strength, Agil it}', and Constitution i nro one single action and excel at classics I athletic events, not only '10 achreve in a sports competition, but also because the ability to carry heavy 10(ld5 or run long distances is needed for many professtons,

Athletics Tests might be used to increase a hero's sprinnng speed (see page 118). '10 red uce endurance toss when running long dista nces, to support a Strength Test made for Ii fting weights. or to Increase 3 hero's maxrmurn Jumping heig,ht or distance (see page

119).

Effcclive Encumbrance: EC x Z

Related Ski!!: Body Control (+:», Acrobatics ( + 10)

Body Control (COIINIAG) (Basic)

This Talent is useful in many common but unpleasant situacions: slipping on a narrow staircase, faUing fmm a horse, or jumping clear of acollapsing bridge or falling debris. I n a II these cases, you need (0 exert Body Control. The more difficult the situ.!liulI, the bighcl the Diffiw]ty Increase will be. Rules ((lr falling (and taki ng cia ma~ wh ile doing so) arc on page 111.

Effective Encumbrance: BC x 2

Related Skill: Acrobatics (+ 5), Athletics (+ 10)

Carouse (IN/CN/ST) (Basic)

Heroes an: sometimes involved in drinking bouts that take them rotbeir limits. While being drunk usually leads to an increase in Courage or atemporary decrease in certain egative Attributes (especially those h.aving to dowith fears) .. Oil the downside, all other Positive Attributes a re decreased drastically a nd Negative Anribures such as Curiosity, Superstition, and especially Violent Temper are increased.

If your hero succeeds in a Carouse Test, she can negate these ill effects. A successful Cseouse Test also prevents the usual hangover after a night of heavy drinking.

Effective Encumbrance: None Related Skill: None

Climb (CO/AGIST) (Basic)

When your hero wants ro .mcmpt II dillicllJ!. climb, a Climb Test is in order. "Difficult" refers to scaling a cas de wall or braving a sheer cl iff-getting onto a tavern table or something sirn ilar docs nor require such a Test. Depending on the type and height ofrhe obstacle to be climbed. appropriate Difficulty Increases may be

76

in order. ing climbing ards [pitons, rope, pegs, hooks) leads

to DifJiclilry Decrca ·C.. hero v irh the Vertigo Di advantage either roll a ub iequent Vcnig Te r (effectively creati n her own

am ted Te t) or in 'read incurs a Difficult), lncrea c (probably equaling her Vertigo value) on her Climb Test.

ince climbing curies the chance of falling, prospecuvc climbers arc advised to read the rule for falling and damag-e from Cilling on page 121.

Effective Encumbrance: EC x 2

Related kill: Athletics (+5), Acrobatics ( 5). Body ontrol 10)

Dance (CH!AG/AGJ (Basic)

Being able to dance is more important than you m y thick:

Not only will ir help your hero make an impre sion at noble court and receptions but me Talenr rmghc also come ill handy during elves' or witches feast. On such occa ions, a lailed Test mighr make even the most impressive hero look ridiculous and may even cost her soda! prestige. Use of dus Talem covers basic coordination of movement and a feel for rhythm; if your hero wants III ~ngage in one of the more complex courtly da nees, she' Il al 0 need a sound knowledge of Etiquette.

Effective Encumbrance: EC x 2

Related kill: Bod onuol (+5), Acrobancs (+5)

Hide (CO/lN/AG) (Basic)

This Talent allows rOUf hero to quickly choose and find:l unable hiding place when necessary . A failed Test Indicates that your hero didn't hide well enough (and thus. underestimated her pursuers' Perception) or she si mpl y cou ldn't decide on a su itable hldmg place (QShal.l1 take me chair or the wardrobe, or would lumpmg on the chandelier be the be ( ldear").lf no opportunities tor hiding exist ( ny, on the playing field f Havcaa' Imman stadium dunng a game break), the Hi hlord may di allow such a Te to Th Highlord may decide to roll for your hero in secret so that vou may not automatically know whether the Te t was successful. A Contested RoB (vs. omeone else's Perception) could al 0 be used.

Effective Encumbrance: E 1

Related Skill: Sneak (+ 10), Body Control (+ I 5)

Juggling (CO/CHIDE) (Spec.ializcd)

This Talent encompasses me sleight-of-hand tricks a mountebank can u e [0 make a living at il fair or to sve his life when in the clutches of unscrupulou bandit: [u lin balls, ventriloquism, fire-caring, and so on. Thi Talent applies to "side interc ts" uch a a. fnendly game of craps, but doc not address cheating 011 card and dice games ( ee the heat Talent).

Effective Encumbrance: E x 2

Rcla ted kil!: heat t+ 10). Pick Pocket (+ 10)

Perception (CUINIIN) or (CUIN/DE) (Basic)

"1 put my ear to the door-do 1 hear anything?" Thi is ooe of rbc most fre9uenrl~ asked questions during a game session. Whenever your hero wants to gain information related to the five en es, Perception Test is the way to do it. Pcrcepuon applies to smelling fragrances as well as 5porting dmant l<IIget , to identifying poi oned wine by taste a wdl as tracing filigreed engraving. NI Te rs bouLd be rolled in ecret by th Highlord, Te t::i involving hearin . Li tening, ta dng, Dr melting should be roiled against

Cljl III ; (hose involving tactile sen e arc ba ed upon CUI. !/DE Instead. A failed TeH indicates char your hero didn't notice anything or mar he receives misleading or incorrect informatlOll.

ffeetive Encumbrance: EC (This is the upper limit; at the HI hlord' discretion, EEC can vary accordmz to snuation.) Related kill: lone

Pick Pockets (COfINIDE) (Sp cializcd)

Whether it' cutting pur e or tealing from iii uranger'

pocket. man)' heroes of shady reputation employ thi Talent quire frequently. Several factors determine the e [abli hrncnr of Difficulty Increases: Docs the victim suspect robbery? How bulky is the

loot? Docs the rhiefwork with an accomplice who bumps 10m the victim or di tract her in another way? The pes ibilirics arc many.

A player might be awarded Difficulty Decrea c, by de crihing her action precisely and explaining why it hould improve her chance of ucce . An atternp; co Pick Pocket can b count red by a

ucces Cui Perception Test.

Requirement: To advance Pick Pocket beyond TP 10. your nero must have a. minimum TP of 4 in Human autre, Effective Encumbrance: EC x

Related Skill: J uggling( + 10)

Ride (CH/AG/S1) (Specialized)

Your hero docs nor need [hi Talent a long as she: simply its on a hor 'e led by someone cis· or on . th t moves very slowly. A

h ro who has never learned to ride, however, will not be able to cause a horse (0 malic in a specific dir cion when the animal has other idea (uch a having its eyes on a green meadow or smelling deliciou oats).

Ride Test are required when your hero wants her horse to perform in an extraordinary manner: Riding iit a hard pace or jumping obstacles (even low one) cannot be done without passing a Test first. Riding across difficult terrain or without reins incurs Difficulty Increases. The more spectacular the fear you want the hor e [0 attempt, the higher the Increase hould be (as a rule of thumb, jumping higher [han 1.- pace or f rther than 5 pace

hould incur dra tic Increases).

Ride Te t are also used for st erin flying animals such

as pterodactyl or hippogriffs. uch Te t automatically incur a Difficulty Increase of + 5 if the hero ha no experience with Aying creature ; other Increases may be warranted for only occasional use of a yin g crea tures ..

Effective Encumbrance: E 2

Related Skill: Body ontrol (T 10) Acrobatics (+ 15)

ing (IN/CHlCN) (Basic)

Alth ugh not everyone is le ed with d bard's VOice, pracn e and training can improve mo t voice .. The iug Talent can be used for solo Singing, reciting a heroic epic, or accompanying

10 rrurnental music, Being able to ing or recite properly nor ani}. comes in handy when you 'rc a member of a professional choir (which is nor likely), but al. a when your hero wants to be iniriared IIltO certain cults or follow a liturgy. The Talent is, 0 course,

ab olutely indispensable for profcs ional singer, bards, and skalds, Effective ncumbrance: EC-3

Related Skill: one

Sneak (CO/IN/AG) (Basic)

oucce ful neakmg depend not on! on your hero's body control but ,I! 0 on the rypc: of terrain and the hero's clothing, Sneaking across packed earth rna be po sible for 3 bare-looted hero without any Sneak Test at all. On the other hand, trying [0 "nc<lk through a forc5t while wearing riding boots {which make

77

It Impossible for your hero [0 feel [Wig before: stepping on them) rakes a gn:ar deal of skill.

Difficulty Increases t Sneak Te t. should be governed by three lactors: narurai fearures, armor .• ind footwear. A Sneak Tc~t may he countered by a successful Perception lest. The Highlord md.Y (and should) make your hero' rolls secretly so ch,:I( you may nor automatically know whether she succeeded in her Test,

EffectiYe Encumbrance; EC

Related Skil]: Body Control (+ (0), Hide (+ 10)

Swim (AG/CN/ST) (Ba ic)

.0\ hero with TP 2 in wim can tread water and move in J

pcofie direction at vcr)' slow pace. Thu , 'he won't have: [0 roll a wim 11· I when falling into.l mall pond. wim Test:> become Ilece~~ar)' in all instances in which your hero wants to perform

an extraordinar y anion while in 1I1(: Willer: di)'ing, c<lrrring an .ncumbcnng load, pulling a companion, or fighting (filr nghting under water .. see p~ge 106).

Some fal;tt)rs need 10 he taken into accouru when determining [)dllculry Increases: movement of the water (mgmg breakers or ~ moumxin torrent may result in a DifFiculry Increase of up 10 8) and Ollf hrro·. armor arc especially important. Di iance covered when " .mmmg I determined by a hero' Endurance ( 1'1' page 118).

Effective Encumbrance: E x 2 Related kill: Athletics ( 15)

Voice Mimlcry (CI./1N/CH) ( pecialized)

This Talent is most often used to imitate animal voices. A blj!her TP also enables your h ero [0 imitate hu man voices. In both cases, the hero must first have Sllfficicnt time and opporruniry [0 ,rudy and I11cmoClZC the specific sounds 3 nd to pracrice imitating them, It would rake a master wirh TP of at least IS to answer a que non by the Minister of tare of the Hera ian Empire in hi

0\\ n voice.

Requirement; Perception 4 Effective Encumbrance: EC-4 Related Skill: one

Willpower (CO/GN/ST) (Basic)

\ViUpower reflects me ability to withstand pam. Thus, high TP will he usf'llil nor only when tortured, hue also in combat {In prevent ccllap e after suffering sub tamial damage) or when forcemarching.

Willpower also come into play when your hero tries [0 resist temptation. stifle a laugh, or bite back a taunting remark when mappropriate. (In some cases, a Willpower Test might be lc s appropriate than a Violent Temper lest or a Pride les[-()r the hero' TP in Violent Temper or Pride might be Imposed 2S a Dlinculty Increase on the Willpower Test.)

Effettive Encumbrance: one Related Skill: None

OciAL Tru.rrrr

Highlord's Advice: Many Social Talent I nd thernselv ·s La both Open or ootesred Tests; orne Tests may also be rolled in secret by the Highlord.

Encumbrance: With Social Talents, Encumbrance i le s important than it is for Physical Talents. In some situations, encumbrance might be.'! fa nor, The £EC listed for each Talent is the upper limit; :11 the Highlord'~ discretion. EEC can be lowered (or ignoml) according to th e siruation.

Advancemenu Advancement costs for Social Talents arc read from column B in the table 011 page 125.

Etiquette (Cl)IN/CH)

A hero may suddenly find her elf among disungui hed company-perhaps she wa invited to 3 courtly ball as reward

for a special service. or maybe he i shadowing a villain at the duke's court. How docs she correctly address the duke's daughter? Whom does she greet hrst' What is the coat-of-arms of the house or Storrnrock-Mersmgton? Furthermore, which WInes arc currmdy in vogue? What is the current ra rnon at the Horasian court? Is

it a eriou faux IJm to erve .... eel pa. tries with mutton ouffie? Keeping track ofthese minutiae i difficult tor most player; thu , your hero should be knowledgeable in [he field of Eriquert . The Highlord may make your hero' roll in sec ret so that you do not automatically know whether he ucceeded in her Test.

Effective Encumbrance: E -2 Related Skill: one

Pas. Talk (CO/IN/CH) (Basic)

ThJ5 Talent enables you r hero to dazzlt people wi I h II barrage of word .cau ing them 10-31 lea t lempor;lrily~grt"c with the hero's idea and act in hIS favor. The Talent rna}' be used in a variety of situauons.

Beg: This use ofrhe Past Talk Talent covers choming the righr di guie and knowing the nghr word to move pas ers-by ro pif}'

to throw you a few coin. BeggJng is !lO1 restricted [0 the poorest or the poor, for whom it is a nece siry oflife-it has also become J real "profession" taught by highly organized guilds ofbeggars that have sprung up in many larj;e cities.

Haggle: If possible, haggling should be played out between the Highlord and player instead of simply resorting to a Haggle Test The Highlord may take the hero's Haggle TP as a guideline as [0 how easily (and how far) 3 merchant can b beaten down. If pres ed tor time ICl a game e sion, on the other hand, you may find u preferable to roll Haggle Te t instead. In this case, the haggling player may go for a lower price by setting an appropriate Difficulty Increase: +0 for a 5 % discount, + I for 10 %, +2 for 15 %, and so un, A Contcsrcd Test would also be possible. If rhc character i" the seller, transactions fo.r selling to customers are also treated by using tni~ Talent.

Lie; You might think thatlymg would be second nature to nearly every nero, but then again, orne characters have been raised to be far 100 honest .. nd trusting to ~pf'"k.l li"l'vl'n iflhl';r live: depended on it. Lying can be: u ed ucce.sfully only if the victim has no possrbility of finding OUI the truth at .hal particular moment. A successful Lie fest can result in die victim refraining from checkmg out (he truth.

The Highlord may decide to make your hero's rolls in secret so mat you do not auromaucally know whether she succeeded

in her Test, A character may counter a successful Lie Test by succeeding at a Human ature 'test. The ability to wriggle out of tense ieuations or bel itde your hero' misdeeds in the face of guards, judges. or spouses (although conceptually not exactly [he

arne). is also treated using this Talent.

Requirement: To advance Fast1alk beyond a TP of 10, your hero must have TP of at least 4 In Human Nature.

Effectivt Encumbrance: Depending on the Situation, a range ofEC-4 (0 ECx2 (such as begging in visible armor).

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Human Nature (CUIN/CH) (Ba ic)

A Human Nature Test help a hero notice and understand the true plans of 1I character played by [he Highlord, ln this way, you can check a guide's reliability as well as a horse trader' honc~!y. Human Nature ests arc always rolled in se ret by the Highlmd. who then inform )'OU about your hero's fedings about the persun in question=wblch might well result in a complete misJudgmem.

To prevent a lucky hero from idcntlfying the adventure's major villain by rolling a successful Human ature Test. the High!ord may impose a secret Difficulty Increa e upon uch a Test. Usually, [his Increase equals the level ofthe Highlord's Character. A Contested Te t against the

Lie Talent of lhe character in

que non might also be a good idea.

To [udge the intentions of J character of a different species, a Difficulty Increase is generally in order, the exact amount of which IS up to the Highlord. For case of reference, this T.1.!CIlt is called "Hurnaa Nature" and applies

to all races equally instead of creating several Talents such

as "Dwarf en srure." "Ork

arurc," and .I() 011.

Effective Encumbrance: onc

Related kill:. one

?\ofa querade (COfCH/AG) (Special ized)

Difficu I ty Increases

and Decreases are at the Highlord's discretion for this

T lent, and depend grc.luy

on the hero's stature andthe chosen masquerade. (A huge Thorwalian will mo t certainly have problems posing as a delicate Moha girl.) A uccc sful

Ma querade Test results j n the hero being accepted in her new "idenriry" by those in her surroundings, Take note of the number of TP rema i ning after the Test IS f n ished (sec page 71).

Effective Encumbrance; Varies lrom no Encumbrance to ECx2

Related Skill: one

Persuade (ClJlN/CH) (Specialized)

If used correct! y. rbt" Persuade Talent creates II change of mind la ring for at least a few day lind i rhus more effective than Fast Talk. The Highlord decide upon Difficulcy Increases or Decreases ba ed on the "victim's" leverness and outlook on life. Heme interested in a career as a charlatan or demagogue will finu this Ta!ent i ndispensab le.

Requirement: Human aC1J(e 4

Effective Encumbrance: Varies; perhaps EC-4 Related Skill: Fast Talk (+ [0)

educe (IN/CHI H) (Specialized)

The educe Talent determines the hero' magnetism reward members uf the opposite (or, if the hero is thus incli ned, the same) sex of the same species, A iucce fu! Talent Te l indicates that the "victim' of the seduction attempt will take a liking to the hero. The details of this ,H1d what the seduced person will want to do for the hero must be judged according to me respective game .ituation, If the person !O be seduced is ununcre tcd in the hero. a Difficulty Increase may he In order, Trying to seduce a member of a dif!en:nt species (say, it dwarf seducing

an dO should incur a marked Difficulty Increase: trying LO seduce a member of rhe same: ex miglll incur 3 lower Difficulty Increase, at the Highlord's

d i scrcrion.

Requirement: Human ature ~

Effecuve Encumbrance:

E -2

Related kill: Varies: possibly Fast 'talk (+ I) or Persuade (+ J 0)

Streerwise (CIJIN/CH) (Specialized)

Thi talent enables a hero to quickly get her bearings in a foreign city. uccessful Tests will prompt the Highlord to answer questions such :IS: Where must r be wary of guards ~ Where

do I find a cheap place to tay? Where can I best ply my irade (cutting purses, perhaps)? Which temple is most likely to pI a poor soul wdling to sing an)" god's praise In exchange for a heart)' meal? The Highlord mily decide to roU your results

in sec ret so that you do not autornatically know whether the Test succeeded.

Effective Encumbrance: E -4 Related Skill: Human 1 ature (+ 10)

Teach (el./INfeH) (Specialized)

ot everyone i able to pa knov ledge on to others in such

.1 way thaI they actually learn well. Since rna t heroes will not

care much for truing down and starting a career a a professional teacher, this Talent willlikc:ly be used most for Hignlord characters. If your heroes wa nt to cngi.lgc in teaching, see page 126 for more mformalioll.

Requirement: To advance Teach beyond TP 10. your hero needs a TP or at leasr+in Human arure.

Effective Encumbrance: None Related Skill: Persuade (+ 10)

ITAtVRJ t LEnt

Highlord' Advice: Both OpCIl and Contested Tests are possible wim cl11;se Talents. Some Tests may be rolled in secret by the Highlord.

79

Encumbrance: With I arure Talent, Encumbrance j

Ie~) important [han for l>hysical Talen . In orne siruarions, encumbrance might be 3 f,1ctor. The EE listed for each Talent is the: upper limit; at the Highlord's discretion, EEC can vary according ro ituation.

Advancement: Advancement cos for. arure Talent arc read from column B on the table on pag!:: 125.

Bind!Escape (DE/AGIST) (Specialized)

If YOllr hero want to ric orneone up ... Bind/Escape Test will be nccc ar only if the binding i meant to last for ai leasr a few hour. E caping [rom such bonds requires an Open Test with a Dilliculty Increase equal to twice the bmder's Bind/Escape '11) left unspent after the original Bind Test.

A bound hero can try to Escape once per 30 minutes. Besides experienced hunters, many Thorwalians are also experts in thi Talent ince the tie a great number of loops and knots during their ship-handling chores.

Effective Encumbrance: E.C x 2 Related kill: Seafaring I + to)

Fish (IN/DFJST) (Specialized)

Bef re your hero can even attempt to catch J 11sh, he needs 'IT) of at least 1 to be able to judge whether trying to fish ill a given body ofwater is even worth the bother (no Test necessary]. Once past this stage, a successful Fish Test. indicate Lhal.'017l(1hiTI8 has bitten the hook (Of was caught in the ned, bur more importamlj; that the hero selected the right bait to anracr and catch an edibl fish of ufficient silt to fceQ him (providrng at least one ration),

• ffeclive Eecu m brance: EC Related Skill: Survival (+ IO)

Orientation (CUlNIIN) (Baie)

This Talent determine' your hero's abihry to identify compa directions and to find her way across unfamiliar retrain. Seaf rers (such as Thorwalians) and desert dwellers (such as Novadis] arc especially adept :11 this ince the ability to lind their way in high!), monotonou surrounding i paramoum to them. A keen en e

or onenrarion i. also handy when exploring lar e building or underground cornplexe . Orientation 1(: ts rna)' be rolled in eeret b), the H ighlord. esperia lIy in difFicul t iruations (monotonous ice fields, underground labyrinths). In tho e cases, rolling the Tests secretly is recommended.

Effective Encumbrance: one: (In orne iruarions, the Highlord might penalizea hero whose field of vi ion is limited by ,I helmet, wilh a Difficult), Increase of up to 3 poicts.)

Related Skill: Starcra ft (+ 1 0)

Survival (INID.E/CN) (Basic)

Thi Talent serves .1.1 a catch-all for anj,t:hing thar mlghi be important ror surviving in the wilderne s: choosing a campsite

end setting up camp, staning a f re, Ii ndi ng Ii rcwood that will

burn even when 11'1:1, and so on. sual!y, the whole procedure i abstracted into one ingle Test. [fit fails, omething unplea ant happen during the period of rime covered b the Test: for in tance, your hero's tent may be swept away during the night because she greatly underestimated the small stream next to the tent. The Highlord may make your hero's rolls In secret so thaL you do not auromancall ' know whether the Test succeeded.

Effective Encumbrance: E Related kill: lone

Traek (Cl/1N/C (Basic)

This Talent )l;0VCf!lS findmg and followmg a trail or SCI of tracks. Difficulty Increases or Decreases depend on the type and condition of terrain. The Highlerd should call for a new Track

Tc tal each change of rcrrain type or condition. Modifier usually range from -7 (freshly full n snow) to + 12 (naked rock). Some condiuons (e.g., a dust-free marble lioor) may nOI allow Track Tests at i111. The number ofn) rernairung after the Test detcrmmes the amount of infcrmauoa available to the hero. Track Tests may be

rolled in seem by me Highlord. .

Requirement: To advance Track beyond TP 10, your hero need. a TP of at least 4 in Perception.

Effective Encumbrance: EC-2 Related SkiU: Perception t+ 10)

Trap (CIJDE/ST) (Specialized)

This Talent encompasses constructing, placing. 111ld disguising a nap for wildlile. A successful Test indicates thut an animal is actually caught in (he trap. On a related matter; a Track Test docs not determine whether animals live; or pass ncar the trap-this decision i up to the Highlord (representing the trap's surrounding) and may be relegated LO chance.

A tra pper with TP uf at lea I 6 i able to devise traps that

art hard 10 detect even by hu man eyes. r n the e C~5e. Comesred Perception Tests (possibly aided by hIgh TP in Traps) can be rolled to detect the ITap.

Thi 1111enl JO<:.'i not apply to the construction of mechanical traps within bUIldings, tunnels, caves, and so on. Such devices belong in th e provi nee of the Eng; n cering 'Th lent .

Requirement: To advance Trap beyond TP to, our hero need 3 TP of:H lea t 4 in urvival.

Effective Encumbrance: E -1 Related kill: urvival (+ 10)

Weather ense (CIflNfIN) (Specialized)

Heree adept at WCi\lhcr Sense C3n literally feel changes in the weather, u ually early enough to adopt prorecuve mea ure iuch as donning a heavy coat, ducking for cover, and 0 on. Heroe from dtie or from region with very table weather panem are nOI u ually skilled In this Talent. The Highlord is advised to roll We~ther Sense Tests in secret.

Effective Encurnbrance: I one Related kill: urvival (+10)

LoR..E t ALEl1tS

Highlord's dyke: Lore Tests may be rolled in secret by he Highlord, depending on the ituation. Thi is especially u eful when lhc hero has only uperficial knowledge of the topic in

que ·cion. Thus, the Highlord may help or hinder hero groups, depending on the course and tl"lt: needs of the adventure,

Contested Tests arc not of tell used with Lore Talents. Points of TP left unspent (see page 71), on the other hand, often determine the quality of a hero's knowledge, cspcciall regarding un pecific quc lions ("Do 1 kno .... anything about the Wizard War n. They might also be used (Q reflect libra ry research,

Encumbrance: Encumbrance due to wearing armor or carrying loads might play a certain role jf orne "Ani~an" a. pc I applies to the Lore Talent ill question, U uaJly. EEC docs nor apply.

Advancement: Ad anccmeru CI) ts (or Lon: Talents can be read from column BOil the table on pHgC 125.

80

Anatomy (C ICl)DE) (Pre[e sional)

This Talent repre ems knowledge of the human (or nonhuman) hody, it tructure, and how [he inner organs work togeth r; it i the ba i for aH the healing arts. ince knowledge ofrhis kind is gleaned onJ~ from studying corpses or convicted crirrunals, the profession of nnatorrust i not highly regarded by most people' in some areas, it I orbidden altogether, An anatomist, however. is much better atcorrectly diagnosing dangerous wounds an I or anic disca e than certain other occupations (and gains

a Difficulry Decrease of half her TP in Anatomy applied to her Treat WoumJs, Disease. and POlson Test ). She ai 0 knows where me b dy i most vulnerable. translating to an additional point of damage in unarmed combat if the anaromist has TP of nt least 10

in Anatomy.

Requirement: annot take Fear of the Dead Di advantage Related Skill: Treat

Wounds (+5), Treat Disease (+5)

Animal Lore (COICl/IN) (Specialized) Successful hunuog I~

ba ed on 501id knowledge of the behavior of common anima! species. An Animal Lorernastcr may also anempt ie ludge species that are as yet unknov (l 10 her, smce she may uy to compare them to those she docs know.

uccessfol Arumal Lore Test

rna serve to identifY;I particular species, to predict anima! behavior, Or may even (combined lIIith a Sneak Test and the use

of an appropriate weapon) determine success or failure of

a hum.

Requirement; one Related Skill: Can vary by creature-Ride (+ 10) or Survival l+ I 0)

Appraise (Cl/INfIN)

(Specialized)

H crocs will win, discover, steal, or be given a variety of item in their careers, Every item-for example, d small

nng adorned with a blue stone or a ilver bird miniature-has

an intrinsic value. To learn the approximate worth of a piece of icwdry, your nero needs [0 succeed at an Apprai c Test. l( you pa s this Test, the Highlord gives you a rough elling price lor the item.

When buying items for yourselt: an Apprai e Te t can help you learn the true valu of overpriced good. The Highlord

may decide: to make your nero's rolls in ecrer 0 !.hal you do not automatically know whether the Test ucceeded, The Appraise Talent applies only to t:srimating monetary values, not to makmg guesses ("appraising" situations. distances, and so on). These game functions arc overed by other Talents.

Requirement: one

Related Skill: ronecurtcr/lcwcler (+ 'i)

Arcane Lore (CL,lCL/IN) (Specialized)

The Alanfaruan sorcerer grin and rub hi hand. \ hal will happen nexi? Mighr thrs scinttUating ring really be an artifact or the lizardfolk of old? Wh do the tracks of the elf end abruptly, as if he vanished U1[O rhin .lir? Wby is it dark outside?

Ail ofrhcsc question might be answered by anyone (nUl only ~ magician) who ha devoted some time 10 the study of the arcane A ns, whether through peru al of dusty tomes or (rom practical, woebegone experience-maybe a crap 0 uch knowledge will separate victory from defeat In the nna I confron Gil ion.

nus Talent IS one of the magician' most importact rools of the trade.

Requirement; To advance Arcane Lore beyond TP lll, your hero need TP of ar lea 16 in ReaeVWrite (any culturally suitable language).

Related Skill: Non!'

Board Game (Cl) UIN) ( pecialized)

Thi. Talent confers knowledge of the game ru les

of the most important bourd games (such as Urdas, Garadan or the Tulamidyan Camel

.rllm ,which i played far ami wide aero ~ Avenruria and Ius developed many local varisuons]. It also provides kno\\lcllgt of technique, ractics. game mattE), a scssrnent of the pOSItIOns

of playi ng pieces, appr.lI a I ot chances to win, and so on.

Requlremenu None Related Skill: In ecrtam irustions, Warer ft (+ In)

Calculate (CUCljIN) ( pecialized}

Similar to Relld,MlrttC. actual Tests using thrs Talent will be rare dunng game play.. hero with TP 0 ma.y be able [Q coum, but nOI calculate. He is al 0 able 10 djff~r ntiate between many and fcw. and between more

or less. Heroes with 'IT' I or 1 have a hard time counting and

calculating and mu rue their fingers and roes. A TP of Indicate knowledge of basic arithmetic operatIons. A TI' of at least + is needed to be able to roU Tesrs in m:lIly other field f study, while the really arcane luff (geometry. calculating roots, calculating inrere I. or the early intricacies of infinite irnal calculus) requires 1'1' or at least 6.

Requirement: None Related kill: NODe

ngineering (Cl.IClJDE) (Specialized)

Knowledge of£nginccring may be useful in a number of rruation . Thi Talem encornpa se knowledge of the basics of physic, uch A the lever la\\, frictional force. block and tackle, inclined planes, and so on. If your hero WilJJtS to cnnSIrIIC[

improvi ed mechanical de ICes ( .g., room traps. throwing device •

8f

••• •

or blocks and tackles). she must ucceed an Engineering Test to get the concrspuon to work. A more complex device demands a higher DIfficulty I ncrease,

Knowled e of II ht engineering (i.c., precision mechanic ), such as the \ orking of locks. lock traps, rnusica 1 dock and so on, i not covered by wis Tal~t but falls into the province of Light Engineering.

The Highlord may roll your hero's Tests In ecret 50 OU will nOI know whether the Test succeeded until the device is used for the fir t time.

Requirement: To advance Engineeri ng beyond TP 10, your hero needs TP of at least

6 in Calculate. PainrJDraw, und Rea d/Wri te,

Related Skill: Ligbl Engineering (+ 10)

Geography (Cl/CUIN) (Specialized) Knowledge of a country and its people can be gajn~d

either by spending long hours

in a library or by traveling to the respective par of Avenruria,

uaJly, practical experience beats bocklore any time. On

ncce ful Geography Test, the Highlord provide; the hero \vith the geographiClI facts relevant to the location

in question (such ~s landscape morphology, climate, oil type, navigable river, crossable pa' es and 0 on.). High TP in this Talent also means that a hero i. somewhat knowledgeable about

man ners and customs of a people, but does nor have much detailed knowledge (thi fall under the Etiqcerte Talent].

Requirement: None

Related Skill: Legend Lore t+ I 0)

Heraldry (Cl/CL/DE) (Speciahzed)

While the Etiquette Talent covers common ways of interacting with others=-especially at court-at be I. it gives only uperficial knowledge of the meanings of coats-of-arms, Heraldry i oldy devoted to the hi tory, development. and spread of heraldic device or aU types [coats-of-arms, shield and field insignia, helm crests, banner, standards, and the like}. Thi Talent aL 0 addresses the relations between [he most important noble hou cs, a well as

issue of lineage and heritage. Using the Heraldry Talent, a hero may determine what particular province certain kni ht may bc from, and whether be really j a scion of an old noble a he claim

or just a pretender u LOg an imaginary coat-or-arms. Finallj, the

T; lent provides knowledge of tile colors and banners of the vsriou regiments (and their subdivisions) of all larger empires.

Requirement: one

Related Skill: Etiquette (+ IO)

History (CUCUTN) (Specialized)

venturia has a ,OOO-year tradition of written hi tory. The legend .. and traditions or most peoples reach ba ck even further

into the pa t, of which onJy dim myths and ruins exist. Since most heroes are likel)' ro be ronfrcnted with ancient relic and orh r remnants from venturia's past (because adventuring sends them anywhere from an ient tombs to ruined fortres e ). having an o;perr historian in the group migh; often b useful. Because

hi tory relics heavily on written documents, a historian hould be abl to not only read the e texts (via the Read/Write Talent), but also to cia ify them according to period and judge them for their historical merits and a uilienticit), (~ determined by History Tests).

Requirement: Rcad/Wrirc 4 Related Skill: Legend Lore (depending nn topic, either +5 or + 10)

Language Lore (CUCUIN) (Specialized)

Knowing many languages might be irnpcrranr for a merchant traveling the world, bur il doe n'r help much when encountering anobscu re

dialect or when di overing an inscription that looks "vaguel)' Tulamidya.n" and uses a script all it own. In the e ca es, Language Lore come, in to play. The Ta len I covers me relations between the known language of the world,

as well as their development, branches and their variou alphabets. The Highlord may allow Tests against this Talent when your hero has knowledge of a related language and wants to apply this to an unknown language or script. or to analyze a dialect or a later stage of the language. Per 2 point ofTP in Language Lore, a hero may learn one language of his choosing.

Requirement: None Related Skill: None

Law (CUCUIN) (Specialized)

Thi Talcm concern the legal procedures ofrhe various Avcnturian nations and people, most prominently guild law, state Jaw, criminal law. and the laws of the church of the Twelvegods. This is especially irnpcrrant for traveling heroes, ince laws and regulAtions vary widely across the continent. The Talent is useful in dealing with llll those infracrioru of local law that are inevttably committed by groups of heroes (use of poison. msulung of nobles and eiergy, laws on weapon usc). The Highlord may decide to roll )'our hero's Test in secret,

Requirement: one

Related Skill: Etiquette (+ 1 0)

/'

82

Legend Lore (CI.IIN/CH) (Basic)

Heroes versed in this T.1Ien! are not on!}' acquaiated with the mores and customs of to reIgn peoples (or thetr own), but are also able to identify pa rticu lar gods 3 nd mythic heroes and to recite a people's most important sagas and legends. Thus, this is not only ;J Talent for diplomats and "ethnologists," but also fo.r uavding singers and storytellers. Tests on imponarn myths or legends o( one's own culture arc rolled only in exceptional casts.

Requirement: None

Rela red Skill: As per topic. possibl y History (+ 10) or Religious Lore ( + I ())

PI.ant. Lore (CL!IN/DE) (Specialized)

A person versed in Plant Lore knows where [0 look for familiar and/or useful plants and how eo judge the elTeets of sua ngt and unknown plants. since she can compare them to those she does know about. \Vhcncver your hero wants to concoct plant-based healing potions or poisons, she will need to apply th is Talent.

Depending on Ole situation. Testscan become necessary in three a rcas: finding plants, idc.ntifying them, and using them to brew elixirs. When looking for plants, a failed Test may simply mean that no appropriate specimen grows nearby Failed Tests

for Identifying or processing plants may have milch more dire consequences. The Highlord mal' make l'Olir hero's rolls in secret so that you may not automatically know whether she succeeded in her Test.

Requirement: one

Related Skill: Survi val (+ 10)

Religious Lore (CLICL/lN) (Basic)

This Talent concerns knowledge of basic tenets and

religious rites relating LO your hero's belief. It is requi red for

derro', unless they wane to attract unwelcome artenrion in one of the temples dedicated IO a brothe r or sister god. The Talent also covers knowledge ordivine myths and saints' legends, as well a~ appropriate a nd devout forms of addressing a priest . Heroes who have: become knowledgeable about their own faith (i.e., have TP of at !.eas(7) may also "branch out" into other religions.

Requirement! None

Related Skill: As per topic, possibly History (+ 10) or Legend Lore (+ 10)

Stare.raft (CI/Cl/IN) (Spesialized)

Starcmft not only includes astrology as a way of prophesying and telling the future, but abo applies to navigation by the

stars, methods ofrelling the time, w~}'s ofcata!oging heavenly phcnornena, and other related topics, including theoretical knowledge of the movements ofhesvenly bodies, on which all the field, of study hsted here tel)l. Since good teleseopes are as rare as they arc expensive, this Talent IS usually reser ved for those of great patience and good eyesight.

Requjrement: one Related S.k.iII: one

Stone Lore (CIJIN/DE) (Specialized)

Skill in this Talent means that )'our hero is able to recognize va rious types of stone for consuuction pUrpOSi:5, and a lso enables her to search for mineral vei ns or mint: for gems or precious metals. This includes basic knowledge I)f the material properties of the varioustypes of stone. ore, and gemstones.

Requirement: None Related Skill: None

W:m:raft (CO/CLleH) (Specialized)

Acting brilvdy during a large field engagement is what warriors train for, bur actually conducting the battle by commanding !lOOpS and devising racrics is something else altogether. Troops must be moved, supported, and motivated. The terrain as well as the enemy's tactical capabilities must be scouted. No less important is deterrni n!flg the precise moment of a strike. let aionefinding favor in the eyes of the gods. Srrategy and tactics arc as much a pan of this Talent as the colonel's decisions on the field ofbattle.

A hero who Wishes 10 lead more than ten warriors into battle and live 10 lell a bout it shou ld have TP of at least 7 in Ware raft.

Requirement: None

Rela ted Skill: J n matters of strategy, possibly Board Games (+1.0)

LAnGVAGES AnD SCRiPts

Highlord's Advice; Rolling Tests in these Talenrs is probably • nut thing during game play; instead, the number ofTP in any given language is used (0 measure the complexity of expression your hero can achieve.

E.fTective Encumbrance: EEe does nor appl)' (xcept in very special cases, such as your hero trying LO communicate while wearing :1 full helmet with visor down or when carrying her backpack in her teeth.

Common Tongue: Avenrurian heroes automatically have TP of CL -2 in rhei r mother tongue, which should be enough to provide even "simple-minded" heroes wim a reasonable communicative ability,

Heroes who have traveled a bit have often mastered a second lang>.lage \ usually Garethi or Tolamidyan) witb TP equal to CL -4. Proficiency in reading and wriang is covered by rhe Read/Wrin' Talent.

Ad"anceme.nt~ Advancement cOS[S for Languages and criptS are read from column A on the table on page 125.

Read/Write (Chosen Script) (CLICUDE) (Specialized)

In the same way that di.fTerentlanguages have developed, different scripts have also been invented. Knowledge of each different script is regarded as :l separate Talent that must be activated and advanced independently of al I other scripts.

Tests using this Ta!em will be rare during game play. A hero with TP 0 can neither read nor write the script in question. TP J or 2 Im:licates the abiliry to identify some letters, pron ounce them,

a nd recognize a few words. To be able. to read or write short. simple sentences in a reasonabie time, a hero needs TP of at least 1/3 the script's complex!!)' (see below}. Once a hero has a TP of at lens! halfthe SWpt"5 complexity, most everyday texts may be read (or wriltenj fluendy. The maximum TP value for any script IS equal

to th.at script's complexity-once your hero has achieved such master), of an alphabet, even such detai Is as geographical origin or the approximate age of the text may be determined. Qu ite a few other Talents require a minimum TP in ReadlVVrite, without which the respective Talent cannot be used at all, In these cases, your hero needs to know such scripts with at least the required TP value.

To decipher individual letters ofProto-Tulamidyan (complexity 16}, a hero needs TP or2 ; short sentences may be deciphered (ana word-by-word basis) with TP of at least 6. For understanding aile ofrhe edicts of one of the last Diamond Sultans,

83

you need TP of at least 8 (and. of course, you must also be able to understand the language itsclflO make any sense of'ihe rex! H! ali).

AVEntvRjA IT ScRj pts Kuslik Signs: 31 letters; comp! exily 10 'Iulamidyan: 56 syllabic signs: complexity 14

Sacred Glyphs of Unau: 19 letters and diacritic marks; complexity 13

Isdira: 27 Ierrers, plus many subtle diacritic marks; complexity

15

Rogolan: 20-24 letters. some of them with alternate values; complexiry I I

Proto-Tulamidyan: 300 syllabic signs, letters, and diacritic marks; complexity 16

Nanduria: 26 letters; complexirylO

Zhayad: several hundred letters and syllabic signs; cornplexirj

18

Chrmk (Zdemja): over 5,000 highly complicated signs; cemplexiry 18

Tongues (mother tongue) (CUIN/CH) (Basic) Tongues (foreign language) (CL!IN/CH) (Specialized)

Like scripts, each language is learned as a separate Talent.

Your hero always knOI.V. her mother tongue with TP ofCL-2, and she rna)' also know a. fo.rcign language with TP ofCL -4. Other languages must be learned [he hard way.

To identify a language, your hero needs TP of at least [ in this tongue; basic communication along the lines of "Me hungryl" requires TP of 2. To understand and pronounce si rnple sentences, your hero needs TPof at lease 4. A TP of at least one-th ird the language's complexity usually enables your hero to communicate flue.ntly in the language, while a TP of at least half the language '.1 complexity means that your hero has ncar-Move competence (but still speaks with a slight accent), Most texts (even those dealing wLth philosophy or arcane theory) rarely go beyond complexity 1 5 ..

The most common Averuurian languages, ancien! and present, arc dcraj!cd in the table below

tHE LAITeVAGES OF .AvmtvRjA

Garethi Family

Garethi is the current "standard" language and most important trade language; its maximum complexity is 18; ror alphabet, ir uses the Kuslik Signs.

Bosparano is the standard language ofthe Old Empire, now used only (or ritual pu rposes, Itscomplexiry is 2! rits later stages also use the Kusl.ik Signs.

Tulamidynn PlJmily

Tularnidyan is the second most important trade language; its maxim urn complexity is 18; for alphabet, it uses either the Sacred Glyphs of Un au or "classical" Tulamidya (see below), depending on region and religion.

Proto-Tulamidysn has been dead for about one thousand years. Its complexity is 21 j in irs most recent form, its script consisted of 56 syllsbie signs, and prior ro rhar, ir used around 300 letters 3 nd syllabic signs.

Alaani is the complex lang1.1~gc of the Norbards; its complexity is 21.lt doesn't have an alphabet of its own, in m05! cases rei ying on the Kuslik Signs instead,

U,riOlO>' Unrelated Tongua

Nuj.uku is the language of the Nivese (complexity 15), which exists only in spoken form.

Mohic is used as a cover term for the various dislects of the woodsmen (no written form; complexity 15).

Thorwalian developed from Hjaidingar, or "Saga Thorwalian" (comp!exit)· 18; Thorwalian runes) and in modern times has been enriched by many Garethian loanwords (complexity 18; Kuslik Signs).

Isdirais the language of all the el ven peoples, wirh 2'7 intricate letter signs (complexity 21).

84

Rogolan is used by the dwarfs. based on 24 angular dwarfen runes (cornplcxiry 2J}.

Orkish has no wntren form and 15 subdivided into "standard" Orkish known as Ologhaijan (complexity 15) and the "common" crkish tongue of Oloarkh (com plexiry J 0).

Goblinic has no written form; complexity is 12 ..

Rssahh is the common tongue of all sea.!y folk (complexity 18, written in Chrmk).

Secret Languagei

Zhayad is the secret magicians' cipher (with a phonetid syllabic script ofits own: complexity IS). IL is said to be the only language that allows an individual to communicare with demons.

Atakis a sign and symbol language (complexity 12.) employed by Tulamidyan merchants as well as thieves and beggars with equal casco

Vixish is also known as "thieves' cant," composed of common words with new meanings and without any written form, except for a set of warning signs collectively known as "marks" (complexity 12. including knowledge of the marks).

Languages belonging to me. same family as your hero's mother tonguc~re somewhat easier to learn: ),ou only pay 75% of the AP cost (round up) to advance languages from the same family, as long as TP in these related languagc~ ·d(} not exceed TP in your mother tongue. This does not apply to the use of Talent OP during hero creation.

A hemfrom Gamia (eL 12) WilD wantr taadvano: he« T P of 10 ill Garethi (hcr starling value] to 1 I. pays ollly / ] AP (14 x 0.75= 10.5. rounded up to Il]; if Ih" were /0 adeanc« flu TP of 10 ill Bospatano

&0 I}, flu: WQu(d (1/sO pay only 1/ A PO. To advance «nre/rued Rogohl1l [rom 10 10 11, ,11(: ioould need to pay 14.

ARtiSATI tALEnts

Highlord's Advice: Artisan Tests are usually rolled as Open Tests (with the possible exception of appraising the value of another craftsman·swork). Contested Tests are quite rare. Points ofTP left unspent (see page 71), on the other ha nd, arc usuallythe deciding criterion for determining the quality of a created Item, the success of treating someone, and 50 on.

Encumbrance: Depending on the acucn in question, wearing armor or carrying a backpack may hinder the work and might thus impose a Difficulry Increase: on me other hand, when appraising the value of another craftsman's work {which usually falls back

on other Talents anyway), Encumbrance does not figure mto

the equation, The Highlord should impose Difficulty Increases based on common sense if It wou ld appear that armor might be a nuisance, Good examples of this would be Talents relying hea"ily on Dexterity or Agility, such as Play Instrument or Cheat, but also Tattoo or Treat Wounds.

Advancement: Advancement costs for Artisan Talents all' read from column B on the table on page 125.

Alchemy (GO/GUDE) (professional)

This Taleru is used when your hero wants [0 create nonniagical potions and mixtures. You tell your Highlord which alchemical brew you want to concoct So mat she can determine Difficulty Increases or Decreases for the relevant Alchemy Tea, or course, your hero needs to have all necessary materials as well as the recipe on band before being allowed to begin the Tesl.

A failed Ten can have any number of consequences: Your experiment could result in a fetid green puffofsmoke, or could cause an explosion leveling anenrire Clry block, U.sua!!l~ your Highlord will be falf and will hun at the possible consequences of a failed Test. A successful Alchemy Test maya lso be used for discovering sometlung about the effecrs of an unknown potion; however, a failed Test may spell disaster (the Highlord shouldn't shy away from rolling such Tests in secret).

Requirement: Calculate 4, ReadIWrite 4: also, access III a laboratory or (as regards ana I ysis) a t least a portable field kit.

Related Skill: Plant Lore (+ J 0)

Blacksmith (DEIST/eN) (Specialized)

BlockJmith:J (who also work in brass and bronze) arc rnesdy concerned with the creation of agricultural tools, shoei ng horses, or producing small items such as na ils, bolts, chains. and hi.nge~. The)' are also capable of repairing weapons.

While tocaponsmiths arc also able to forge rakes, door fittings,. or chest bindi ngs, their true specialty lies in weapons .. which they are able to create and appraise.

Annorm have perfected the an of smithing, specializing fully in mceal armor: they arc able to repair harnesses, lamellas, and chain mail shirts.

TillitnitllJ.linaUy, are able to work with mew! sheets {including shaping metal rubes), and also install these, Their expertise also comprises riveting and soldering, They. roo, arc able to repair armor.

Repairing a dented set of rneeal armor requires a successful Test incurring a Difficuky Increase equ31 to [he armor's AR; this Test requires 1 5" minutes per poi nr of AR (oili ng ~ nd cleaning takes an equal amount uf rime), Smooching a notch in a blade requires

J successful Test incurri ng ;J Diffieu lty T ncrease of ('i-original

SF) points. Lowering a blade's BF [0 its original value requires a successful Test i ncurn ng a Difficulty r ncrease of (1 O-origina.1 SF); irene original BF W3.S below 0, two such Tests are needed, at half a da y per Test.

Requirement: None Related SkiH: None

Boats (AG/CN/ST) (Specialized)

This Talent encompasses skill with a U manner of propelling small water vehicles-rowing, sailing, paddling, Of punting. Your he ro sho uld have no d i ffic u hi es m ovi ng her era ft a cross 3 still pond-sooner or later, she wm get to the other side. Sailing, whitewate r canoci ng, and similar feats require a successful Boats Test. You cannot handle larger sailing ships by u;;ing this Talent;

Seafaring (and a largecrew) cover those skills. '

Requirement: None

Related Skill: Seafanng (+ 5)

Bowyer (ClJ1NIDE) (Professional)

Bowyers and crossbow builders are concerned wim creating missile weapons of all kinds. and ale the only specialists able

to create tension-based projecti le weapons (a swell as the corresponding missiles), They are also able [0 appraise the value of such weapons.

To craft a bow or crossbow, your hero first needs the right materials for bow and string (plus shaft and trigger for a crossbow), and then needs to succeed in a number of skills incurring certain Difficu II)' Increases {see table, below). Each Test requires half a day; if ir fails, j'ou may try to salvage your cR'ons by immediately rolling another Test, this one suffering a Difficulty Increase of[Wi(e

85

the usual amounr, If this Te: r also fails, me entire weapon i ruined and all materials are lost.

To craft arrows or bolts, )'OU need wood and [ips, as weil as II ucces fulBowycr Test to correctly fix me ti ps nd the flelcb i ng, ,raftrng a bolt or arrow takes half a day. The: Difficult), Increase can be read from rhe following table.

Type Create Missile
Shorthov 4 Test Test +/-0
Longbow 6 Tests Te'l +1
\Varbow 7Te c 2 Te t +3
Light Cro bow 4 Te rs 2 Tc: [2 +/-0
Heavy Crossbow 12 Tesrs 2 Tests + I Requirement: Woodcraft 4

Related Skill: Woodcraft (+ 10) or Light Engineering (+ 10)

Butcher (Cl/DElST) (Profe ional)

Butchers know how to kill edible animals correctly, get a many u eful food tuffs out of them as p<ls ible, and turn the e into durable hams, sausages, or piece of meat. Tile can also tell how long meat will remain edible, and how much to sell it for in tile market. The know the vulnerable points of the animals hey work with from da)' to day, and thus. similar to anatomists, can cau e

an additional point of damage in unarmed combat when lighting animal re embliag tho e known to them, provided the butcher have at least TP 10. ( f cour c. the bonuses for being II butcher II well as an anatomist are not cumulative; even a skilled anaromistbutcher docs not cause 2 additional po ints of damage in unarmed combat.)

Requirement: one

Related kill: possibly Fi. h (+ 10) or Animal Lore (+ 10)

Cartography (CLlCI./DE) (Specialized)

A cartographer is skilled at creati ng map and plans. bam of building and of landscapes. During game pia)' successful usc of this Talent mans that II hero's Orientation Tests receive Difficulty Dccrca e if the hero is in a tr ct of nature or in a cave system that she has already explored and mapped. he hould also get useful advice on proper mapping from the Highlord, and is betrer able to judge traveling distances. Trying to read map without this Talent is hard and confusing, and might ca ity lead to mi interpretation.

Requirement: PainVDraw ~

Related kill: possibly Orientation (+ 10) or Slarcraft (+ 10)

Cheal (CO/CHIDE) (Specialized)

Depending on [h success of the Tesr, your hero may eithcr mulripl the amount of money ar lake in a g'J.mt: of chance, or, if the game i really played OUf between Higblord and player, he may alter dice rolls, exchange cards, 01 something of thi~ nature. A failed Test may have dire consequences for a hero. Tnfamous cheaters

tend to have short life expectancies in Avenruria. Ir is possible [0 notice that omeone is cheaung b roHing a uccessful Percepnon 'Iest; thi c n be treated a a ontesred Test ( ee page 73).

A high TP in heat may acrually help you ill succeeding such a Perception Test yourself (Highlord's decision). But bewarewrongly accusing someone of cheating may be rea on enough to be challenged to a duel! Cheat Test mi ht be rolled in cere! by the Highlord.

Requirement: Human Nature 4 Related Skill: luggl.ing (+ 10)

Cook (IN/eliDE) (Basic)

If your hero wan to impress guests (either at home or by the csmpfire) with 3 delightful meal, she needs to succeed In a Cook Test. perhsp incurring a Difficulry Incrca e for complex meals.lf your hero barely makes the Test, she has prepared the food \ ithout actually poi oning her elf (or others). She need at least 3 pomts

of unspent TP after the Te to nave prepared a dish that actually tastes good; for a culinary delight. at least 6 points of unspent

TP are neces ar)'. Heroe from 3 noble background (or a similar background that boa t fine culinary taste) rmght want to further specialize-s-experts for wcct or gravie are common among cooks at noble courts.

Requirement: None

Reiated Skill: po sibl}' Fi h ( + 10), Su rvival {+ j O}, or Alchemy (+ 10)

Drive (IN/CHIDE) (Specialized)

The difficulry of a Drive Tc..~11S mainly dcterrmned by the

rype of vehicle to be dri ve n and the number (il nd species) or dr dft animal . Trying to keep a four-her e carriage on the road requires i! Drive Test +4. while moving a simple can drawn by a stolid mule is alai ea ier ( a}~ -5).

Hazardous maneuvers (e.g., pa sing a tity gale at a bri k gallop or ,trying to halt a brewer)' ell rr drawn by six pll nicking Darparian oxen) incur Difficulty Increases.

Requirement: lone Related Skill: None

Farming (INJDEJCN) (Professional)

This Talent encompasses knowledge ofthl" soil, of sowing and harvesting. and of cultivating ficlci5 a well as storing agricultural produce. It may al 0 be u ed to tell poisonous plants from edible one, thu enabling heroes 10 survive on, say, a deserted island frer bemg hipwrecked, Also, a hero skilled in Farming is able to assess the val ue as well as the qualiry of food tuffs-and he know how to use a plov . a rake, and a threshing flail.

Requirement: one

Related kill: possibly Plant Lore ( J 0)

Leathercraft (CL/DEJDE) (Professional)

Traveling parties of adventurers should check their

footwear and their clothes on a daily br is. If a hero with TP 0 in Leathercrafi announce that he want to repair her shoe her elf (to save money), she hould be made to regret this during her

next march. Some professions are highly specialized in the field of working with leather: Cobblers and saddlers deal in Ieathercrsfi of all kmd (leather clothing, upholstery, and leather armor). but are pecially trained to manufacture and repair shoes and addles. Cobblers <Ire: the only craft men who are able: (0 fully restore damaged leather armor.

Requirement: None

ReI:! ted Skill: Tailor I + 10)

Light Engineering (Cl./DE/DE) (professional)

Thi kill i bas d on gold or jewel smitlung, enabling heroes [0 create jewelry or filigree works of gold, silver, moonsilver,

or other precious metals, Light Engineers arc therefore able

to apprai e the value and qualiry of jewelry as a matter of

course, However, the Talent' usefulne doc nt stop there:

Further applications email engravings in variou metals (say, for engJaving shields and medals. or for creating artful copperplate printings), casting small and even minute forms (for SC<lJ matrices,

86

including (orging these), and finally pUning all. these small componen[S together co create cieckworks, minute Jocks.

tiny crossbow mechanisms, or musical docks. Light Engineer often work closel with stonecutters and jewelers, and of len arc experts at these skill thernselve ..

Requirement: P~int/Draw 4 Related Skill: None

Mining (IN/CN/ST) (professional) This Talent cover

profe ional digging 0 tunnel and shafts, 3S well as supplying them with air ventilation and sewage di posal systems, Al 0, skill in linin allows heroe

to assess dungeons and other

ubrerranean con tructions:

Which reatures built them? Have an)' change occurred in construction recently! These and related que tion may be answered by rolling Mining Tests. Of course. th i is a Talent In which dwarfs re:dly excel.

Requirement: To advance

Mining beyond TP 10, your hero needs TP of at least 4 in moe Lore,

Related Skill: p ssibly tonemason (+ 10)

Paint/Draw (Cl/IN/DE) (Basic)

During game play, anything that needs to be drawn, painted, or mapped hould be created b the players themselves. A tremendous discrepancy can exist, however, between the arnsuc skills of 11 player a nd those of the hero, When meeting with primitive tribes, flattering portrait of tribal leaders may do wonder toward winning (he favor of the leader-and may even provide your hero with a reputation (albeit unfounded) as a powerful magician, A talented paiorer stands to gain grear monetary benefits by becoming a court painter or by paining murals or decorauve accents in the home of rhe wealthy.

Requirement: one

Related Skill: Limited applicauon : Canography ( 10), Sronema on (+ 10), or Tattoo +5)

Pick Locks (IN/DElDE) (Specialized)

o thief should he without [his Talent. When your hero

wan co open a lock without the proper key (by using lockpicks, hairpin. knives, and so on) you wi!! be asked to roll a Pick Locks Test. Depending on the situation and the complexity of the lock(s), you may expect a Difficulty Inrrea e. A failed attempt to pick a lock often breaks the roo! your hero was using, depending on the degree offai!ure. YOUf hero's next crempt [0 pick the same lock i~ made more difficult (in most cases, by + 3), Till Talent an 31 0 be u ed [0 di arm certain type of mechanical traps (Highlord' decision). Failure always means that me hero has sprung the trap and must lifTer its fuil effects.

A hero trying to open 3

lock without being skilled in this 1:11 nt must succeed 3 DE Test that incurs a Difficulty Increase or at least 10 (even more for complicated locks), lrnprovi cd tools decrease difficulty by I poim, proper leckpieks by 1 points,

Requirement: one Related Skill: Light Engineering (+5)

Play Instrument (CL/IN/DE) (Specia I ized)

A ucccssful Play

In trumcnt Test can mean a supplementary ource of income In civil ized regions. or might allow fret lodging in an inn.

The Talent might also be u cd to soorhe an <logr bear, Your hero may special ize in one i nstrurncnt or try to Old. ter everal.S he needs a succes ful Te5l to usc rhe instrument in any meaningful

\ ay. but if 'he really want

10 entertain an audience, he: should have all~aSl4 poinc of unspent TP aficr the Test.

Requiremenu one

Related Skill: None

eafaring (DE/AG/ T) (Professional)

For small water craft. the Boat Talent is quite adequate, nly trained sea arers however are able to steer and maintain larger ships with more than one mast, Setting sail, measuring wafer depth, maintainin the: intricate sy tern f oars, and supervi ing cargo are especially important, but repairing sma!! leaks and correctly coiling ropes and chains art: also part of a sea fa rer , s shipboard chores.

Requirement: None Related Skill: Boats (+ 10)

Stonecutter/] eweler (IN/DE/DE) (professional)

The e professions deal with the cutting, smoothing, polishing, and settmg of all kinds of g~ms and crystals, not on!)' for purposes of simple adornment, bur also for magical ones,

Requirement: 10 advance Sronecuner/leweler beyond TP 10, rOUl hero must have TP of at least 4 In 'tone Lore,

Related Skill: Light Eogineeri ng (+ 10)

Stonemason (DEIDEISn (Profes ional)

toncrna ons can form sculpture of stone, work in high relief or bas-rei ief, and assess the value of various types of stone for their work. The), may also check the lability of a building or a stone bridg (but nOI a tunnel or mmc haft), Aho, a toncmason is able to determine how many different materials a building is made of, and how many Stone) llnd Jl0W much mortar will be needed to erect a particular building.

Requirement: Stone Lore 4

Related Skill: possibly Mirung (+ 10)

87

.:.

Tailor (Cl./DE/DE) (Basic)

This Talent cneompssscs mending and patching clothing, such as re placi ng missing buaons or ties, sewi ng on patches, .. nd darning socks, A hero with high TP in this Talent Illay make alterations 10 any type of dothing: or may even create garments from scratch. A profcssiona!tailor can turn doth into various articles

of do thing, and may be able to literally create works of art O1Jt of simple cloth. Trained tailors rna)' be able to turn worn and torn clothes back into presentable garrnems. Of course. a hero skilled in this Talenr may aS5CSS the monetary value of uerns of do thing.

Requirement: None

Related Ski!!: Lcathercrafi (+ 10)

Thnncr!Fumcr (CUDEJCN) (Professional)

This Taleru I~· used to cure the hide or skin of animals to make ir more durable as well as attractive, so that it might be used in the creation o[le<l ther goods or furs. Praciici ng rbisoften -u npleassnt crafi regu ires <I strong stomach and .1 special" in ru itivc alchemj," Tanners 11 ad furriers are able 10 a ppraise both the qu~ I iI)' and

the monetary value of fur and lea ther goods. Some specialize in preparing animal trophies of all kinds.

Requlrement: None

Rela ted Skill: Alchemy (+ 1 0), Butcher (+ to)

Tattoo (IN!DEJDE) (Speeiallzed)

Adorning the skin with colorful pictures is a favored pracuce of the Thorwa lians .. who have spread the art across rile par, cities of Avenruria, A tattoo artist needs to know how best to place a particular mori~ how much color to use on certain skin types. and most important, she needs to know how to WIeld the tattoOing needle. Only rattooarnsts are able to create lasting skin prereres,

Requirement: Paio.t/Draw 4

Relared Skill: Paint/Draw (+ 1U)

Train Animals (CO/IN/CH) (Specialized)

When your hero wants to teach her animal a new trick (such as teaching a horse to "silent [IlH.rd" or teaching 3 dog to fetch or sit

up), a Train Animals Test will be in order. DiffiwJry Increases can be a pplicd due 10 previous failed attempt!; i + 2 for every prior railed Test). due 10 difficulties inherent in the trick (Highlord's dccrsion), or doc 10 dlC animal's (io)abiliry to learn as welJ as irs loyalty 10 its teacher, The Highlord has the right to disallow teaching Jny tricks she deems to be beyond the mental or physical capabilities of rhe animal.

Requirement: To advance Train Animals beyond TP 10, YOllr hero In US! have TP of at least 4 in An.imal Lore.

Related Skill: depending on animal, either Animal Lore (+ 10) or Ride {+ IO}

Tre~1I Disease (CO/Cl./CH) (Specialized)

All known Aventurian tliseases, even dreaded wound fever .

C.1n be cured by means of III is Talent, To do so, the healer must succeedar uoo Treat Disease Tests. The lim one serves to idemi~' the symptoms and determine necessary balms, herbs, or medicines. (This Test mighr incur ~ Di fficu Iry Inc rease of ha If rile disease's level if the illness is already inthe parieru's system but hasn 'I manifested an)' symptoms yet.)

Afrer this has been successfully done, the second T~'SL is made to treat the disease; this Test incurs a Difficulty Increase corresponding to the disease's level. On a successful Test, the patient {ega insa number ofVitality Points eq ual to the number ofTP points left unspent after finishing the Test (of course, rile patient can't regain more VP than she lost dueto the illnes ).

The next day (and each day thereafter), continued treatment is possible. this time incurring a Difficulty Inereaseof only half the disease's lcve]: again. unspent points ofTP translate into cured VP {again, no more than the maximum number of points Hi!! lost due to the illness}.

If the firsl Test fails, healing s!mply doesn't occur; if one of me continu ing treatment Tests fai!s, the healing process stops and the parienr loses Id6 VP

The diagnostics Test takes at leas! I GT ro perform, while the treatment lest takes ae least 6 GT. Continuing treatment Tests m3Y

88

be attempted only after 24 hours have pa ed: if uch Test fail, no further attempt arc possible.

The dlagnostic Test is rolled secretly b the Highlord,

incc the character cannot be certain of a correct diagnosis. The treatment Te 1 utTer severe Difficult)· Increa: e if the diagnosis fails,

Requirement: Nom:

Related Skill: Treat Poison (+ 10)

Treat Poison (CO/CL/IN) (Specialized)

As with Tre11[ Disease. two separate Tests arc nccC5sary. The lir t one (modified by half the poi on's level rounded up in the case of e51 ecially in rdious poisons), if ucce sful lets the healer Idenufy the rype of poison and the neces ary remcdie , which may need

to be bought or gsthercd. Once the remedy ha been prepared, a ccond Trca: Poison Test, if succc: lUI. halts the poi on's effect.

The second Tc r always gets a Diffieul£j' Increase equal to the Paisa n' s Level. If rh is Test is successful, the poison is ncurralizcd and me patient regains 1 VP per point of'Tl' left unspe.nt after

r:i n ish Lng the econd Test. Contiruung trcaunen t is also possible. requiring a third Test in which the Difficu1ty Increase i half the poi 'on' level.

A failed diagno ics Test means that the healer doesn't know or recognize the poi on and that no healing is po sible; a failed treatment Tes means that healing doc n't occur (a Fumble indicates that the patient suffers an additional ld6 points of dama~). A failed Tc t for continuing treatment means that the patient uffcr an adduional lde points of damage,

The diagnostics Test requires at k,1$t 5 CR to perform, while the treatment Test Lake, at lea l I GT. Continuing treauneru Tests may be attempted only after 12 hour have pa sed, .tnd may be attempted only once regardle ~ of uccess or failure.

Requiremeru: one

Related kill: Alchemy l + 10). Plan! Lore (+ 10), Treat Disca 'f' (+ 10)

Treat WOll.nd (CUCHlDE) (Ba Ie)

This Talent heals ems, bruise, fractures, and other injuries due to trauma.

First Aid: A mortally wounded pmoll(O or negative VP) may be saved from death b), iI hero with tim Talent, The hero must succeed at a Treat Wounds Test With a specially-calculated Difficulty IJ1CrCa e: multiply the victim' negative VP by 2 to determine the Difficult), Increase. For a victim with 0 VP, the Difficulty Increase is O.

The length of the Test. mea ured in CR, i. equal to the victim's negative: VP multiplied by 2. less the number of points of TP left unspent after the Test. The Test require a mmimum of 1 CR.

! r this Test fails, the wou nded hero suffers anaddiricnal I d6 pomts or damage; ifhe still survives, the Treat Wounds Test mlly be repeated. If either me first or second first aid Test sccceeds, tnt' hero is stabilized at I VF. No additional pint o£\ P may be restored using thi Talent, whether b the same hero or another hero.

Spe d Recovery: 1\"'0 separate Test are neces arv here. The

fir t one assesses drc:5sing and cleamng' the wound, while the second one let th panenr regam a number of Vaaliry POints equal to half the number ofTP pomts left unspent after Jilll hmg the Test (rounded down). Tbese healed VP are in addition to those gained by narural (nightly) healing, and thl:Y return at the same Lime (i.e., while regenerating, 1101 directly after the Treat Wounds Test). The

next day (and every day thercafier). 011(" continuing treatrnent Test i pos ible, the success of which increa e [he hero's regenerative abilitic . For every 3 pOints left un pent after conunuing trcatmenr Test, the hero regain 1 additional VP durrng her next period of rest (nore that with 5 points ofTP un pent, [he hero would regain only I VP).

If the Test for deaning and dressing faijs, no healing is

po. sible and the patient has 3 n increased cha n ce of contracting wound [ever (Difficulty Increase of +3 to me C I Test}. If the healing Test or the continuing treatment Test rilll, natural healing is suspended for Z4 hours and me pattent loses an ldinonal l dfi VP (If the healing Test tillis, no eonrmuing treatment ts possrble.) Th clearung Te t reqUires 4 arne Turn. The healing Test and me continuing treatment Test require 6 GT each.

or course, [he pauern can't regain more VP than she 10 t due to her wounds.

Wounds: To actually heal II woulld (sec also the chapter on combat on page 102), you Ii rst must succeed ar a cleaning and dressing Test (as above) thar mcur II Difficulty Increase of 1 point per wound taken. (This IS the arne Tc t used for healing regular damage; if you usc rule for wound, the cleaning and dre ing Tcs: applic both to wound and normal damage, all in one Test.) The

ccond Tc t, dealing with tirnularing me hero' recovery. incur a Difficulty Increase oD points per wound.

If the econd Test faib, healing docs not set in' 00 a Fumble

the hero loses an addinona! I d6 VP. If the Test succeeds, the '

patient's eN Test used for detcrmirung healing receivcs' a Difficulty Dccrea c equal to the points ofTI' left unspent after the Treat Wound.~ Test,

Requirement: lone

Related kill: Anatomy (+ 10)

Woodcrafr (CL(DElST) (Basic)

As In real life, many po ible applicati n exist lor this Talent in a gaming iruation: a carr r, b at may need repair, a weapon or a tool may need to be improvised.a child may desperately need a new wooden roy, and so on. A pa cd Woodcrarl Test indica e StlCCCS ful rnanufacrure or repair or~ wooden object. Complicated devices or orna rnenred carvings hould incur Di ffi.cu Iry ] ncreases,

Requirement: None

Related Skill: Carpcnrc r {+ 5)

89

Corn e ar RyLES

TllI~ companiolls IJ(JIJt: been Slleoki1lg through th« .. [ores: fo/' more than an hOM W/U'I1 J'uddenly, Daria brings tne group eo a hall by uttering a Low call. "Be silent! Lights autllthink we've got them!" She's barely able to filll~'h her sentence before a chilling c'y comes from somewhere. in front of them. 'I1rgh! Help! I'm blindl" a mole voice yells, terrified.

Suddenly, everything happens VCty fast. First comes a cry of "In Su/afnir's name, have at them!" as Prenja, brandishing her skraja. 111111 past the companions. The others are stupefied for a few seconds, until Rondn'an manages to angrily complain, "0/1, the stupidityl Blasted Thonualians! AIII'igllt. people, th« time for strouf!}' is over. For

Rondra-Chargd"

Long before the companions reach the clearing, they hear

th« whirling of Fenja 's kraja

and the rillging sounds of

metal dashing with metal,

The (!tu:my numbers exactly

seven, IlJ surmised earlier. Six of them, all clad in dark clothes and bClrel>, dtscemibl« agolflIt th« light of lnr:ir campfire, are jusf getting Ifp and dl'(JwilZg

their weapons. The !evemh continues yelling, .j/aggering aimlessly toward the edge of the forest, hands pressed against his eyes.

Raneri's first auack stir prise her enemy, resulting in a gaping leg wound. Rondrian, 011 the other hand, stays his blow for a few moments.

"Draw your sword and fig/lfl" 11(: snarls at his opponent, "By ROIldra, the Lady of Baule, I will not stn'ke a lIe/pless foe!" The bandit, while surprised, does not hesitate to compiy.

SlIafir has drawn his saber. Quickly oud poweifully, like a wild cat, he approaches one of the black-garbed bandits, circles around him, and lunges at. him. His blotu hits his enernv's sword arm, painfully disarming the bandit. The

mountebank kicks the weapon into th« undergrowth, sheathes bis saber again, and tflrows himselj az his enemy bare-fisted. "Let 's see what you're really made of, you Slinking troll forti" lie Yflll, hitting his enemy will, a vicious uppcrcut. The bandit stumbles and goes down.

Meanwhile, Mirhiban's dear uoic« can be heard.

"Thunderboltl" she ye/L~. pointing her left fist threateningly at one of the bandits, who suddenly cot/apses amidst cries of pain.

Amid all the fighting, Trewman stands untouched, gripping his traveling staff somewhat (lwkw(l'l'dly, his eyes wide.

uppercut.

"Eureka!" he Jays, more to bimsel] than anyone else. ~ real fight!"

"Down, boy!" a voice suddenly bellows from behind, and a kick to his ham knocks hun to the ground, moaning and bewiiden:d. A blade swislus less than an inch abooe his head. art/ully parried from below by Angrax, who has suddenly appeared right

Let's see wha

you're really made of you tinking troll [art! ' he yells hitting

his enemy with a vicious

neX110 Treurman.

"TIIOI was a close one, scholar! And !lOW back into

the bushes with youl" the anuil dUl(lif pants while ducking another blow and raising his mighty ax. But to save Trcioman. Angrax has ignored hi! own enemy, The balldit takes lUI chance, but the blow gLallces off the dtUalf's tll ick 'ealher armor. Angrax gnashes his tecth. "By the beards of my ancestors, this you will regret!"

Like a wiLd bull, Angra» lakes a running start and rams the shaft of hli ax into ,he bandit'! belly. The man in dark dress falls and stops mooing.

90

Misty jungle vales and glinering crystal caves, sorrowful kings and sage magicrennes, cherning merchant with glib tongues, mysterious sphinxes J[I searing de ens, hermits dwelling on milehigh srene needles, thieves in oriental bazaars-ali of these Hi' challenges and scenery for thrilling, tragic, or humorous gam~

ituanons.

But something would be missing irom high adventure fantas role-playing without sword fights between chivalrous combaranrs, eagle-eyed bowmen. cutlass-wielding pirates (or ax-wielding barbarians), or rughnirne rooftop fencing duels. In harsh world such as Avcnruml, combat is often the last chance (and sometime the first or only means) of serrling a conflict, and some Je.rocjous monsrro ities and creatures from beyond under rand nothmg but the language or cold steel. Tacucal planning the changing fortunes of battle, a nero's immediate: danger. and the possibility of gr~sping victory by one's combat prowes~ alone make ombat situations a thrilling and important dement of both role-playing se sions and rules sets.

We want the combat rules of The Dark Eve to refl.:c! this thrill without trying [0 govern every po sihle detail and losing the fun in the minutiae ofboakkccping. We also must ensure that the rules are nat arbitra ry and that they do not leave a IJ power of decision 10 the whi m of chance or rhc mood of rhe Highlord,

The rule for combat arc de igned to be modular. Like using

a construction set, you decide which elements you deem important for inclu ion in your game. After consulting with your gaming group. ou may want co add orne or all 0 the optional rules, clr:p~nding on whether you want to achieve a high degree of rantasy "realism" or arc in tcad interested in a last, playable system.

We have developed these rules according to two criteria: the firsr is to offer a high degree of playdbiiif)j and rile second is 10 design them with a minimum of dice-rolling and table-consulting while still creating II suspenseful enactment of a "real" combat

ituation.

Basically, you need on!), the rules on Combar Talents, II grasp of the concepts of Auack, Parf)'. Hit Points, Armor Raring, and Damage Points, and a brie survey of the rule for Ranged Attacks. Everything else mlly be used or ignored at your discretion. Wc have rh us subdi vided the: ru lcs into three stages:

The Basic Rules, or Rules of Stage 1 (Rl). cover only the conccpts mentioned above, as well as notes on the flow or game play.

The dvanced Rules, or Rule of Stage 2 (R2), improve combat by making it more thrilling and u ually even fa ter. These rules are often dependent on specific situations and require )'OU

La slip into your hero's personality and determine her mo t likely reaction in combat. If you playa warrior or a mercenary, you should seriously con ider llsing the Advanced Cornbar Rub. Rule of Stage 2 are clearly designated as Optional ..

The Expert Rule ,or Rules of Stage 3 (R3), add much more detail [0 combat, bur can slow down actual play. These are special rules that usually apply only in particular situations. Plan [0 discuss [he c rules on a case-by-case basi with your gamin.g grou.p to decide whether any of these rules are important enough (0 appl)' in the appropriate situations.

In published adventure (except those of inrroductory levels) we usually assume that Rule of tage 2 are in clTca; you call ea i!y ignore (at least tor 1l0W) the Expert Rules. We provide all Rules of Stage I in this book, while also mtroducmg (he most important

-r-

Rules of 5ugc 2. The remaining Ru lcs of Stage 2 (plus those of Stage 3) will be found in the Swords and Heroes supplement,

i IT tHE BEGirrl1iIIG:

DEtER-mininG COlIIBAt VALVES

\ hen creating 'our hero, }'OU should calculate the following values and hst them on your character sheet:

our hero' Base Attack Value (BAV) is calculated as follow: (CU + AG + T) /5. uSing mathernancal roundrng-c-i.e., 7.4 is rounded down to 7, whrle 7.5 is rounded up to S.

Your hero's Base Parry Value tBPV} IS calculated as follow : (1 I + AG + 'T) /5, gain using mathcmati al rounding.

These Base Values are modified by your hero's Combat Talents (TPl. You may distribute these TP freely between T and PA; the difference between assigned points ofTP may be no more than 5 points. The only exception to this is [ousting, an mack-only technique (110 parry is po iblc), for which all Talent Points are added directly to Balle Attack Value.

Once you have allocated your points ofTl~ you may not change them again, whether from one combat to the next or in a

c rnbat ltsd£ AT and PA values change only because of changes in the corresponding Attributes or the allocation of newly-acquired Talent Points. A special section on the character sheer is reserved for Combat Talents.



Base Ranged Value (BRV) is importam for attacking at a distance; it i calculated <l follO\ : (l + DE + ST) 15, again u ing mathematical rounding. You add your hero's enrire TP in the respective R.;. ngcd Combal Talc nts, 10 hit 3. target in combat, you simply roll a Test against the appropriate Ranged Value (R ). Ranged ornbat will be created in more: derail in later chapter.

Your hero also needs Base Iniriative Value (BlV). The formula i : (CO + CO + IN + AG) /5, again with mathematical rounding. For one entire combat, a hero u e. this Base Value plus a Id6 roll to dererrni He i nitiari ve, More abou t iniria rive and rhe structure of comhsr round is fOlLnd heginning on page 97,

Many heroe , and especially professional r1ghters, have access to one or more Special Abilities to usc in combat. If your hero ha one of these Special Abilities, record it OLl the character heer, Such abilirie determine, for instance, whether your

hero might be less encumbered by wearing armor, whether initiative will be modified, and 0 on.

Li { your hero's weapon and pieces of armor Oil your character sheer, and fil! in me respective AT and PA Values. All these Values will then be modified by Encumbrance (EC) due

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to armor [see page I OJ) and Weapon Modifiers (WM). Armor E docs nor apply equally 0 all ombat Taiems, Technique. that rdy on swi ft mancuvermg fc·d the: cncu rnberi ng effects of armor more suongly than those that rely on the brute force of

blo, or thrust. Therefore, the entrie for individual ornbat Talcnts li I Effective Encumbrance (EEC).

Finally, determine your Vitality and Endurance values before play begins.

i mPR...OvtrrG BA tc VALUES ArT D

i ITDfVfDVA L AttAC K._ AnD PA RR_Y V A.LVE

Gaining experience (and thus improving Arrribuees and Talents) has a crucial effect on Attack and Parry, because these Value can rise as re ult of improved Attribute Values and added TP in a ornbat Talent. (Rarely, a hero lose Areeibure point due to a drastic event or serious injury forcing Ba ic Values to be lowered.] If BAV or BPV are increa ed due to an Amibutc rise, all individual AT and PA Values increase as well. IfTI' 111 !l particular Combat Talent l unproved, you mu (decide whether [0 increase AT or

PA in chi Tatem, while rnainraining the maximum difference f

'5 point between AT and PA (a~idt: rrom po sible exception [0

this 5 points due to differences in Base V~!ucs, or due to armor Encumbrance). If you increase TP in the lou ting lilienr (wb.ich has only an AT score} or in any Ranged Attack Talent. AT gOC5 up corre pondingly.

Coraaar tALEnts

• Au ynu alrelldy knr)w, Combat Talents are never used tor Talent Tesr . Instead, they arc: used to modify the Base Value for Arrack, Parry and Ranged Combat as described on p e 9t. More information on (he various ombsi Talents, their use In battle. and their effects will be found in the pages to come.

Falling Back OD Related Talents: Some Combat Talents arc similar to one another meaning that an experienced \ ord fighter might be abl to easily wield d saber, When u ing a related weap n, '5 point are ubrracred from the TP Value, with 2 points taken

from AT and 3 points taken from PA. If a hero rn I.!S! usc a weapon that she does not know how to use and bas no related wcapon, the hero usc it with her Base Attack Value and her Base Parry V.'due, modified b. rhe pcnnltie mentioned above lAT -2, PA- ).

Axes and Maces (Armed Melee; Basic Talent)

This category includes two types of weapons, both of which cause damage maioly by me sheer force of their blows. The firt type is the ax; any heavy, broad blade fixed to 11 shaft that cause damage by the force of the blow and sharpnc s of the blade (or double blade). The econd type I the mace: a blunt weapon intended to concentrate crushmg, bone-breaking damage in one area, These are usually quite heavy and ornctirnes equipped with pike to be more effective "gain t armored opponents. Mace, dub, and war hammers belong In thi group.

These weapons are never longer than one pace and weigh no more than three greatpounds; longer and/or heavier weapons can be used only with rwo hands, The delineation between the various typ of axes and the variou types of hammers cannot be clearly defined. thu the arne Talent is used.

EEC: E -4

Related Skills: Sabers, Two-Handed Blum Weapon

Weapons Usable Wirh This Talent: Barrie ax, brabak lad, club, foreworn, linnorm slayer, mace, orknose, ravensbeak, kraja, rhro w ing ax, throwing dub. Impl'OlIired: ax, branch, chair leg, hatcher; stick, torch

pedal: one Advancement: D

Bastard word (Anned Melee)

Many sword or sabers can be used with either one hand or rwo hand. Depending 00 a hero' 'trengtb, these rna)' be wielded like word. sabers. or two-handed word. You can take advantage of all their special properties only when you have learned the corresponding Talent, Despite their tremendous weight. bastard swords allow for displays of swordplay almost like fencing weapons, which i why 'kill with a bastard word i often regarded as the pinnacle of sword-fightin .

EEC:E -2

Related SkiUs: words, Two-H:.ndcd words

Weapons Usabl.e With This Talent: Bastard sword. rondrecornb, ruzak knife

Special: Bastard word. rondracomb, and ruzak knife may be used as polearms or R. melee weapon with equal ca e. You alway need both hands when fighting wt h this Talem, a shield or parrying weapon may not be used.

Advancement: E

Bow (Ranged Combat)

Thc bow is the weapon of choice for steppe, de crt. and lea dwellers, Elves. orks, and the people of Meadows, as well as the ovadis, arc known for their skill ..... ilh this weapon .

Bow size range from the compact hon bow ofl.he ovadis up to the Mcadowian longb \10, U ing bows and rrow correctly is nOl ca .

EEC:EC-3 Related Skill; one

Weapons Usable With This Talent: Composite bow, clven bow, longbow, short bow. war bow

pecisl: Damage inflicted by an arrow automatically cau e a ioound,

Advancement: E

Brawling (Unarmed Combat; Basic Talent)

This Talent covers the abilj(y to cause damage by lise of hand , feet, r Leeth (punche , uppercuts, claw attacks, head butts, bite arrack", knee-jerks, and an Achaz's tail arrack are equ~lIy at home here). It also includes defense against such attacks by evading, blocking, or simply t 'pping aside. Attacks u ing hands or feCI usually cue Id6 points f dama e ain t a victim's Endurance; in additi n, half the damaze rolled (rounded up) i 31 0 ubtracted (rom \ itality

EEC: EC, WM and HP/ST as per style Related Skill: None

Weapons U able With Thi Talent: one Special; I one

Advancement: '

Chain We.apons (Armed Melee)

A chain weapon consists of a heavy weight f:'stened to a wo den haft by one or more chains (the length of which is almost equal to the length of the weapon' haft), These weight . re often made more dangerous b)' the addition of thorns or pike. Parrying with a chain weapon I d ifficu It; parrytng ogain.1 attacks made with

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chain weapon I also difficulr, and since the rna be used to attack across shield, uch attacks arc especially hard to parry.

This Talent is al 0 used for dcliven.ng lashes (for punishment purpo cs), and includes whips with everal weighed ends (such as a cat-o-nine-tail ).

EEC:E -

Related Skill: lone

Wcapon.s Usable With This Talent, Morning star, ogreslap, oxhcrd

pedal: hain weapons negate [he Parry bonu es provided b shield (see page 103); parrying uch an attack incurs a Difficulty Increase of 2 (for weapons that might be u ed to parry chain weapons; dagger and certain other weapons arc unable ro parr agaiJl5{ chain weapon ).

Advancement: D

Cro how (Ranged Cornhar]

cro bow is an improved version of a regul r bow; it fire a projecrile mar gathers rnornenrum from a drawn bow tring. Crossbow-type weapons have a ~h3ft. iI trigger, and a pulling mechanism, and arc !ired by pointing the device al an enemy and pullin the tri ger to reles e a bolr,

EEC: EC-5 Related Ski!!: Bow

Weapons U able With This Talent: Heavy and light crossbow. ironwcoder, load. ter

Special: Damage caused by a bolt automarically causes a wound; this doe nor apply to the balls fired by a load rer, Advancement: C

Daggers (Armed Melee; Basic Talent)

This categor includes :111 bladed weapon u ed for piercing and slashing attacks that have limited use as parrying weapons. Weapons in IhlS category measure no more than IWo spans in width and no more than half J pace in length; 11 include everythmg from table knife u ed In combat to a heavy dagger. Da (JeT rypically have II straight bl de sharpened on both edges.

EEC: EC-l

Related Skill : Brawling, Fenciog Weapon

Weapons Usable Witb Thi Talent: Da er; dragon tooth, heavy dagger, hunting krule, long dagger, short word, waqqif; improvised: eating and workmg knives, throwing dagger, throwing krufe

Special: Daggers cannot be used to parry auscks wirh chain weapons. ewe-banded biunr weapon. and two-handed sword.

Advancement: D

Fencing Weapon (Armed Melee)

These weapocs difTer from swords; lhey have espwally thin blades and slender tips mea urmg no more than one pace in length, and richly decorated ba ket hilts, or artfully ornamented quillon .. Fencin weapons are both legant and Ii I. They are regarded a titsh.ionably "modem" by some. and as "fool' weapons" by others.

EEC; EC-t

Related Skills; Dagger. words

Weapons U able With Thi Talent: Epee, foil, rapier weapon or two-handed blunt weapon

Advancement: E

Special; Fencing weapon cannot be u cd to parry attacks from cham

9.3

Infantry Wr-apons (Armed Melee)

Thn oregor), includes any hort blade astcncd to a long hafi: the blade may be used fOT both cutting and or tabbing. Som 'lime the C \\Cdpon< arc equipped wirh hook to grapple or unhor e enemie .

EEC: EC-3

Related Skills: Spears, Two-Handed Blunt Weapons

Weapons Usable With This Talent: Bill, glaive, halberd, pam an, storm scythe, warunk hammer, wyrmspear. Improlll.5td: cythe

p cia!; Infantry weapons measure about rwo-and-a-haif paces long and mu t be wielded with two hands: using a hidd 31 the same time i nOI po~ sible, Infantry \ capon u ually belong to the i lance la of Pole arm .

Advancement: D

Javelins (Ranged Weapons)

javelins are hunting weapons common throughout Avenruria; In ea rlier times, they were used in most Avcnru ria n arm ies, /a vel ins come in various sizes; some can be propelled forward by short throwing sticks. Stick or sraff slings, rare as they might be, also fall Within the bounds ofthis Talent.

EEe: E -1

Related Skill! Thro~1ng Axe:

Weapon sable With Thi Talent: Javelin, spear. wooden

pl!3r

pedal: None Advancement: C

lousting (Armed Combat; AT only)

This Talent describes chargLng with a lance on horseback. It is an anack-only Talent and IS rreated lust like a Ranged Attack Talent. Parrying with a readied lance ts nOI possible. More about jousting is found on page 106.

BEC: or applicable Rela ted Skill: I one

Weapons Usable With This Talent: Djadra, [ousting lance, war lance

pedal; 0 pa rry is possible.

Ad.va.ncement: E

Sabers (Armed Melee; Basic Talent)

These weapons arc similar to 'Words. Their blades arc

harpencd 011 one: edge, and they ofteo have a pointed tip. Unlike swords, sabers arc used primarily for cutting and rardy for thrusting. Thi category includes everything from short cleavers to elegant cavalry abers HI heavy, alma. t ax-like weapon".

EEC: EC~2

Related Skills: Axes aDd Maces. Swords

Weapons Usable With This Talent: CLeaver, cutlass, kunchorner, saber, short swurtl, waqqif

Special: i one

Advsncement: D

pears (Armed Melee)

Thi category include tWO ryp of weapons: rhos measuring no more than two pace in length nd u ually wielded with onc hand (marked ~ IH" in me li ting below) along with a shield, and those weapons longer than two paces that require both hand to be wielded effectively, preventing the use of a shield ("2H~ below). Unlike infarnry weapons, spears are employed for thrusting only,

with the blunt end being used for parrying (if a spear to u ed for parrymgat ali, ~ hieh IS rare, especiall With the long variety).

One-handed spears ma be thrown dfeenveiy, bur usually r treated as improvi cd weapon. Two-handed spears arc nearly

impossible to throw EEC: EC-3

Related Skills: Infantrl' Weapons, Staves

Weapons Usable With This Ta.!ent: Djadra (lH), grealspear (2H), hunting spear (lH), partisan (2H), spear (IH). trident (! H). wooden spear (IH), wyrmspear (2H). lmprovised: war lance 011 foot

(21 )

pecial: One-handed and two-handed spears are treated differently (sec above). pear marked "IH~ are u ed singlehandedly nd incur -3 point on AT Tests and -1 HI~ as compared to the data listed in the Avcnrurian \J\bpons Table on page 112. HPI T arc increased by J each, and DC drops to M. If you use these weapons with tWO hands, use the data as listed in the table,

Advancement: D

laves (Armed Melee)

simple wooden staff of no more than eight spans in length may be used as an effecrive weapon 111 the hands of a killed user.

suatly, quarterstaff are not imply wo den srirks bUI arc specially hardened and wound with metal bands or fined with cap' or (rarely) bladc on both ends. raves are two-handed weapum; usc ofa shield is not possible.

EEC:EC-2

Related Sk.ill: Spears

Weapons Usable With This Talent: Magician' staff, quartersta ff. rwo-l ilies

Special: As per wcapon

Advancement: 0

Swords (Armed Melee)

words are bladed weapon ranging from 0.5 to 1.25 pact in length. About three-quarter of the: mcmb rs of the sword family have the blade sharpened on both edges. words can be u ed for both piercing and stabbing. Their quillons (parrying guard) tan allow lor complex defensive maneuvers.

EEC: EC--l

Related Skills: Ba card word, Fencing Weapons, Sabers Weapons Usable With This Talent: Kuslikian saber

longsword, rapier. saber, short sword Special: one

Advancement: E

Throwing Axes (Ranged Combat)

Such wcapons arc common among dwarfs and Thorwalian , ThC)' can be difficult to usc ince they rotate around theIr lateral axis during Aight. Most arc harpencd On aU edges and arc made entirely of metal. Throwing cylinders and throwing sticks also carl be used with this Ta lent,

EEC: EC-2

Related Skills; Javelins. Throwing Knives

Weapons Usable With This Talent: Forctcoth, throwing ax.

Improvised: bottle, roue Special: one Advancement: D

Throwiag Knives (Ranged Combat; Bask Talent)

Knives and daggers arc the most common thrown weapons

throughOUT Avenruris. 01 every knife or d~gger is suitable lor

94

throwing. Only those weapons that are specially counterbalanced and have light-weight handles can be used properly for throwing. This C3tCgOf)' also covers throwing disks, rings. and stars, as weB as darts and throwing thorns,

EEC:EC-3

Related Skills: [avelins, Thrcrv.·ing Axes

Weapons Usable With This Talent: Dart, founttnom. throwing dagger, throwing disk, throwing knife, throwing ring., throwing star. Impro/)ised: various knives and da~rs

Special: None

Advancement: C

Two-Handed Blunt Weapons (Armed Melee)

These weapons (which, despite their moniker, sometimes have sharp blades but never sharp lips) most hit their target with rhe utmost precision in order to cause the optimum amOUIH of damage. Ifthe head of the weapon misses, the haft causes link or no damage. These weapons cannot be used for thrusting or stabbing, and are ineffective as parrying weapons.

EEC: £C-3

Related Skills: Axes and Maces, Infantry We~pons

Weapon s Usable With This Talent: Barbarian ax, dwarfma!let, crknose, rock cleaver, war hammer, warunk hammer. i1nprolli.;ed: pick, sledge hammer, woodcutter's ax

Special: Since both bands arc needed to wield these Ivcapons, a shield may not be used at the same time.

Advancement: D

Two-Handed Swords (Anned Melee)

This Talent covers all long-bladed weapons larger and heavier than a standard. sword thar are primarily 'Used for cutting, but may also be used to thrust in short-distance combat. Parrying is possible with them (although the arrempr is much slower with these weapons than with the more universally useful bastard swords). Bastard swords may be wielded by usc of this Talent, since rhe weapon types are related,

EEC: EC-2

Related Skills: Bastard Sword, Sabers, Swords

Weapons Usable With This Talent: An dergaster, bastard sword, boronssicklc, double kunchorner, greatsword, rondracomb, tuzak knife

Special: WLth the exception of the andergasrer and the boroussickle (which arc classified as. polearms}, two-handed swords may be used as melee weapons or polearrns, depending on (he situation. Since YOll need both hands to wield these Weap(lll$., you may [lot employ a shield at the same tim!" ..

Advancement: E

Wrestling (Unarmed Combat)

This Talent involves all techniques of grabbing, holding, immobilizing, tripping, or throwing an enemy, as well as defensive rneasu res against such attempts as si mple tumbling or breaking of a hold (which might also be used to escape the ehokeheld of a kraken or a snake). Wrestling attacks either cause Id6 points of damage or they disadvantage an enemy, making follow-up attacks easier, see page 107 for more about this,

EEC:EC

Related Skill: None

Weapons Usable With This Talent: None Special: None

Advancement: D

Corn anf

Before your heroes Ii n ally get (,0 cross swords, a few final details areimportant. Players (as. well as Highlords) are wise to keep a pen and some scrap p3per handy to jot down a few variable values (Vitality, Endura nee .. Initiative). If you want to keep track of these ever-changing values on pour character sheee, you're likely to tu rn it into seup paper, too, sooner or later,

• Each combatant must choose the primary weapon to be used in eombai, and must select the appropriate Combat Talent. Some weapons or combinations of weapons may be wielded

bl' using more than one Talent; shifting between various

styles of fighting and movement patterns related to these IS allowed only when changing weapons, This does not apply ro fighting with a bastard sword and changing fromone-handed 10 two-handed. fighting (this remains a two-handed fighting technique).

• Record your hero's current AT and PA Values. his current AR, and his current Vi, ED, and ASP. Meanwhile, the Highlord does the same for your heroes' enemies.

Combat begins with the Highjord describing the basic situation. the players decla ring their actions, and players and Highlord rolling for initiative.

EXCHAnGE Of BLOWS AnD InitiAtiVE

Knowing who is able to act usingwhjch skill and causing

..... hich arnou nts of damage (i .. e., AT Value a nd weapon HP) is imporunr-but quite often, one well-aimed blow ends the fight before i, can even begin, So, it is important to know who goes first in cornba t and wh at the sequence of combatants will be,

SPACE AnD timE

Once combat begins" narrative gsme time, which is extremely loose as to timekeeping, gives way (0 it more concrete means or keeping time that we caU combat time. Its basic units are Combat Rounds and Actions.

A combat round is defined as 11 unit of time needed for 3 single exchange of blows. meaning that each orlh!:" combatants gets an opportunity to arrack and parry once; a combat round is equal to roughly three seconds. In any combat round, the actions of all combatants are resolved In order of initiative ranking (highest initiative going first). Initiative is counted down number by number, with each number represenri rlg one ini tiative step or phase.

NormaJly,. each eomba OInt is allowed two actions per combat round: an attack action and a defenseacuon, A hero can perform an attack action at her own initiative m:p, while her defense action may be taken any rime during the combat round in reaction [0 an opponent's arrack. Some: enemy actions (such as animals having rwo or more attack opportunities) lIIay force a hero to con verr an arrack action into a second defense anion (sec page 98).

Additional I y, anions exist that arc neither arrack nor defense, bur instead qualify as combat maneuver, or manual actions (such

95

as ges[Urcs needed for spell casting. or cranking the tension lever on d crossbov ). These are simplv called actions. To succeed in such a maneuver or task. you usually must spend more than one standard acuoa, A hero m.l~ perform up to two of the ·c actions JI1 combat, instead of attacking and defending. The I1rst of these actions takes the place of a hem's attack action dunag hi initiative step, while Ih.: second action always lakes place eight initiative steps later.

Free action s, such 35 ydl.ing a warning or activating an arufact, take so little time that heroes get: one free action per standard action during any combat round. Free actions may be performed. t any time during a combat round. provided you have already taken one of your regular actions in the round (if it's not your turn and you haven't had your clefen ive action yet, you may nor perform a fret action). You may not perform two free actions in the arne: initiative step, Should fWO free actions be declared at [he same time, the rm~ action of the combatant with the higher initiative J resolved tin.

Durmg combat, it rna)' be imponant to determine the di ranee between two or more combatants, or to determine their cxa I position . Thi. is handled easily if you usc some kind uf floor plan lor game board or mat) with a quare grid on it, on whi h you can repre em both h roes and enemies by u ing token . Paimcd metal or plastic miniatures, in combination with models resembling terrain fearures, work best here, and arc fun to work with.

When using floor plans. the basic unit of measurement

(and thu. th ize of one quare) is equal ro one pace (equal 10 a real-world meter). This applies to measuring eli. ranees in ranged combat or peJkasting, and ~I 0 in chase iruarions, The basic unit ofrurning is 45 degree ,so that a miniature is always facing ODt of the ides or one of the comer of a qu re on the floor pia n.

When players and Highlord can ea ily imagine [he surroundings in the adventure floor plans and miniatures may be used or ignored ar the discretion of the group.

FR...EE Actions

tep: The hero may take one step in any direction ofhcr choice; this action i often combined with an attack or derense action.

Turn: The hero may take one 'IS-degree turn as a Free action.

This might not improve her po ition, bur may prevent her from expo ing her back to an enemy.

Call: Thi may be a cry of warning, a hort command, or even :I curse, provided it is no longer than three word.

Get Down: Dropping to the Aoor (because II dragon approaches overhead Or your hero wants to evade the aim ofa sniperor magician) require. an AG Tesr.H thi Te t fails, the hero rill drops ro the floor but take Id6 EP damage and 10 cs ld pints of rniriativc, In any case, the hero is able [0 lie on the ground but incurs penaltic rom th i special attack position (sec page 106).

Drop Weapon or Item: "Dropping" docs not mean "5ctting clown carefully." Dropped items or weapon could be damaged during fighting. or could land in a place inaccessible to the hero.

Activating an Artifact Worn on Body or Hcld in Hand; ornmand word~ or movement for uch items arc usually short. thus nor necessitating a full action (although exceptions could exist depending on the item).

tAnDARP Action

Attack Action: A norma! attack or a alled Attack (AT +) takes one standard anion.

Defensive Action: Parrying a blov take one land rd action. Move: One standard action i needed 10 move a far a your maximum SD Value and still watch your surroundings o rhsr you may use your full Parry 'hlue. The Move action always allow you ;I 180-dcgree turn, regardless of the di t nee moved. For each 90 degr e turned, howe vc r, you lose one pace from your maximum allowed distance. Movrng to an enemy and attackin in the arne: combat round is possible only by choosing a Move action and then turning a Defensive action into an Attack action (incurring a Difficulty Increase of 4 on he AT· c t). A nero may not attack an enemy and move awa afterward.

print; Moving three limes your D Value uses up two tandard actions. \ou may do this only once per combat round. A sprinting hero may neither dodge nor p~rry. Making a 9Q-degree turn costs you one pace of movement.

Position; Thi action includes getting up from the Boor, changin '" enemies, and I) on.

Assess Situation; rour hero may use a standard action to observe and evaluate rhc combat situation (sec page 97). thus increasing her I. 1. Domg so usually takes rwo standard actions unlcs your here ha the Alertness pecial Ability, which reduces this to one 'tandard action.

Draw Weapon: To unsheathe a weapon carried at one's belr takes a taridard action; if the weapon's heath is on a hero's back, the proce5s rakes two action. Five tandard actions arc needed 1'0 unsling d hicld carried on a hero's back. A hero with the uick Draw Special Ability needs a only a free action, one action. and three action " r~spcctiyd)'.

Lonc-tERJQ Actions

U e Irern: Thi action comprise arching (or and finding

items not readily acce ible, such as item carried ill :I hero's backpack {such <IS healing porions and ehxirs) or belt pouch (10 actions for an item in s belt pouch, and at least 20 :lctions 10 find an item in a backpack;:l uccessful DE Te 1 cuts thi time in half), Punin a weapon aWilY in an orderly manner i al 0 governed by rhis

cnon-c-sbearhing a weapon or linging a hield take twice a. much time as drs wi ng or unslinging it.

Reload: Depending all the m ISS! I e wea pon a nd its rnechs nics, nocking an arrow or boll and draWing the tring or cocking the eros bow take vanou amoun of rime. The Ranged Weap n. Table on pa e 110 lists all uch information.

Use Talent: If your hero wants to employ a Talent during combat (such as climbing to move inro a better posirion, or picking a lock to help the party escape from combat), a method irnilar [0 rhe Open Talent est described on page 71) i recommended. You as ign a number of actions to rhc task at hand and subtract points of unspent TP from this number. This rells you exactly how much time IS needed to perform this Tabu rn combat. U ing a Talent in combat should always incur a Difficulty Increa e l ec page 16), but also can count a a Special Experience: (see page 126).

Ca ling a peU: Depending on complexity, ca ring a spell require, a varying number of actions. Combat-related pell f.1!l into a range from I action to 7 actions. All actions needed for casting a spell mu f be spent III direct equcace, and may not be interrupted by other actions (except the Move and Turn free actions), or the: spell fail. Exact ca ting time for all pells are found in the: spell de criprion section beginning on page 134.

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jnitiAtivE VA.LVE

The first blow in combat got:~ [0 the character who has determination (CO), grasp of the situation (I ), mobility (AG). and just a little luck. Atthe beginn i ng of tach baule, each player rolls Id6 and adds the rcslJ'lt [0 the hero's Base Initiative Value. calculated (CO + CO + I + AG) Ii The result is the current Initiative Value. (INI). (Some intelligent races gain further modifiers to iNI, while most animals, mcnsrers, and supernatural crea~res come with 11 fixed Base Initiative Value th~[ has Jlre.3dy been calculated.)

Jniti~rive modifiers are also applied depending on a hero's armor (equal to' the armor's EC; sec page JOJ). ~nd sometimes lor the weapon she wields (to a maximum or +/- 2 palms; see page 111). A combatant with the Combat Reflexes Special Ability gets an additional bonus of'! points to Initiative Value (see page 98). Exhausted or Ij/()/mdt'd combatants incur corresponding negative modifiers to TNT (see tbe rules on Incapacitation and Wounds on page 101).

An experilma!d mercenary, A{rigio has CO 14, IN 11, tmd AG

J 2. remhillg in a Base Initiative libbu of 10 (J 4+ 14+ II + 12:;: 51; 51/5= 102, TOImded to 10). Sinc« hi. weapoll is.(.l kmlikiall saber (INI modifier +1 )alld he .wears a tllinm (Ee 2; A/rigio's Armor Usr Special Ability drops this /0 Ee 1), his Base Initialille I/Q{,u is !lill 10 afterfigulI'ng in equipmen: (+ 1 dlle 10 weapon, -1 due/a armor). Thus, his IN! III {my fight will nmge from I J 10 16 (10 + 1 d6).

Instead of striking the first blow,a combatant may allow the opponent to arrack first. This means the hero voluntarily lowers her [NI to that of her opponent. aUowing him the first blow. She may, however, return it [0 its maximum value [minus negauve modifiers due to wounds, for example) at any time by using the Assess Situation action to gain the upper hand again.

Option A L RyLE: SVPERjOR...nUtn BERS

When mere than two characters arc engaged in combat, determine each combatant's INl Value as described above. The larger party in a combat gains a bonus of + 1 per additional pnson. to a maximum of +~. When a hero fights against more [han one enemy at the same time. he lowers his Base Parry \ltJJue by I point peradditional enemy) to II maximum of 2.1n the same way, the Base Attack Values of combatants ganging up on the same enemy are increased by I eac h.

Five 11t:I'D!!> areolllatked by eighf marallding orks. Sinn: three more orks are fighting tho» players. each oTk receive, +3 to his IN] r,&llle. lf uoo orks gallg liP 011 one Imo, each (J/"k has AT + 1, while the hero hIlS PA -I.

SEQyEllCE OF Actrons in Comnat

In each. combat rou nd, heroe~ act accordi ng to their II Values, beginning with the h ighesr number. In case of ties, the combatant with the highest B.3se Val ue goes first; if still tied, both actions happen simultaneously It's best if rhr H ighlord asks each player to announce her hero's I I Value so thai the HighJord may list all the heroes' values a!ong wi th rhose of the enemy, th us leading to a sequence of actions.

Uring the heroes I!J. orks example, the taarrior Jandum has a Base [N! of 12; Ihe amazon Dalla and the moulUt!bank Escallo each halll! 11: Alrigio lht! mercenary has IN! /0; and the PUlli11 magicia:r,

iv/ermulms has 9. Naill! haue any modifit!IT. Their rolls are 6 UandlJrtJ). 4 (Dana), 3 (Escallo), 4 (A/rigio), and 6 (MmllltllUs).

The HigMord k"olilS tAm:"/! ork {eader has a base TN] of 12; for Ilfi motlcycreu« she assigns r1.1.1 alJeragt IN! of9 each. The rolls are 5 for lilt! leader and 6, 5, 2. 2, 1, I, and] for ,hI! other orl(s. This leads to the follcwing seqllellu: Jandara gCts first on sup 18, followed by the ark !(ode, on /7. Dana, Mm1l1thlls, and one of tbe arks aa em J 5, wilh Base IN! being th(dr-bretlker;' Doua fir«, Meral1lhlls second, thl! ork I/JJ/. [i$((1UO, Aln'gio, and fhl! second ork alt ec: 011 14; EsCfJ(fo goes first, followed by Alngio andth« second ork. Firwlly, lilt (tmatIH'llg orks IICI. orl ]},IIIO.

VSIIIg theoptlona! Superior Numbers mit. I/Je situation dl/lIIgr; since all orksgaill a mod/per of + 3 I;() their INI roils: tAr ork teader strikes tlufim blow l:n step 20, follotvt'd by [andar« on 18 (sht! beat« fhl! first ork'slB du« to her /Jigher Base [NI Vallie). The uCQml ol"l( aas 011 step 17, lVilh Dona and Ml!Tlmthlis all 15, Escallo, Alrigio, and tuo orks 011 /4 (once agtl/'II, BI1Se INI dl!/emu·m:nglhe order), "TId finally, Ihe WI ofllie ork! act 011 13.

During combat, Initiative rna)' change If the combatants suffer damage or wounds" if they are maneuvered imo disadvantageous positions, if they are enspelled (whether fOT thei r benefit or detriment}, or ifthcy change weapons. Changes in INI are

applied Immediately after the affecting event: Ira combatant with INl 12 takes an arrow in ebe leg in Initiative Phase 13, her INl immediately drops b)' 4 points, delaying her action(s) until phase 8. Should I . I fall below Oas a result of such delays, a cornbataruloscs one attack action per combat round, meaning that she might only be able to defend herself.

Assess Situation Action: When a hero stops and studies tnt: combat situation tor t'>YO consecutive actions (usu~lly for one complete combat round) and succeeds an IN Test, he may reset his Initiative to the maximum possible value (as if he had rolled

a 6). Ofcourse, this fails if the hero is unable to assess the combat situation because his ability to move or observe is impeded, for example, if magically blinded or lying on the ground. For each fWD points ofTP in the Warcraft Talent, the Assess Situation Test gets

a DifficuJry Decrease o( I point. Heroes with [he Alertness Special Ability need to' spend only one action, and need not roll an IN Test.

Elgm'u (INl as modified for weapon and armor: 11) has lost

most of her combat options by falling (multol a Fumble; rt."rf-2) and suffering a kg wound (TNI-4), and having rolled badly (a 1) IIIhen fir!1 de~Tlm:llillg INf. Now that rhe hal dispatched her direct opponent 10 metl Boron, she takts lime £0 assess tht: situation, tal{l! a dtl'Jl br((lth, and then re-enter combat: She SP(1I(/s twO actions to bring hl.'r current lJ:Il[ of 6 (11 + die roll of 1, plut-2for rile ji,mblc, pittS -4 for the wound) fa 11 (11 + maximum die roll of6, the» --4 lor thN,jlQlflld).

Gaining initial Special Abilities is described in the Profession chapter. Each profession comes with a list o(whkh Specia I Abilities go with that profession. If a Special Ability is not en lhal Profession's list. itc.antlOt be rsken prior to beginning gameplay. After character generation, characters must spend APs to gain new Special Abilities.

SPECIAL ABiLity: ALERtnESS

A hero with this Ability may spend only one acuon (instead efrwo) to grasp a combat situation and raise her INI Value IO the maximum possible value (as if she had foiled a 6 during Initiative determination). She does not need to roll an IN TC5! to succeed in

97

the ssess iruarion action. . Te t to determine whether a hero I surprised [see below) automatically get a Dit1iculry Decrca c of 4 points.

Requirement: ] 12

Cost: 200 AP: burglars, hunter . mercenaries, me senger.l, mountebank." pirates, smuts, and warriors pay only half COSL

SPEciAL ABiLity: Comus+ R_£FLEXES

This Ability Increases a combatant's Base lnitiative Value by .j points, givmg her a definite edge 10 combat. This Ability may be used only when your hero's Ee is no more mall 3 (including po ible benefits of the Armor Usc Special Ability).

Requirement: Base Initiarive Value minimum oflO; u. able

onl with E or less

Co t: 300 AP; mercenaries, pirates, lind warriors pay only half

cost

SPECiAL ABiLity: ~fCI(_ DRflUJ

Thi is the Ability 10 gel a weapon our of its sheath as quickly pos ible, A hero with the Quick Draw pedal Ability may

un heathe a weapon as a free action, need only one action to draw a lVe~ipon carried on rhe back, and only three anions to unsling a hicld.

Thi Ability may also be applied to using javelins, throwing axes, and throwing knives (for throwing knives, bandoliers and arm sheaths are treated as belt heaths).

Requirement: AG 11, DE J 0 Cost: 100AP

Or-ttonru, R,ylE: Convsnttnc Action

lormally, a combatant ha nc attack action and one parry action per combat round. The ttack action i taken during the initiative step determined b)' the character' I I} Value. The defcn ive action may be used at any time to react to an enemy attack.

When your hero lace multiple opponents. she might like to pa rry fir t and thea wllir for rei n forcernenrs. forego her attack, or delay her artack-or she may decide to send as many enemies to Boron as possible as quickly as she can. To reflect this, a hero may convert an attack act jon iota a defensive action. and vice versa;

by doing 50, the converted action incurs a Difficulty Increase of-4 poirus.

Converting action' i not pes ible for a hero wielding chain

\ capon .. two-handed blunt weapons, tw -handed sword. Infamr wcapons 0[2.5 paces or more in length, and with improvised weapon of any kind.

To convert an action, )'OU mu t announce this intention no later rhan your own Initiative srep: once you have announced your intention of converting lin action, you may not reverse [he decision. Converting a defensive action results in tWO arracks 10 om: combat round; your s cond attack lakes place at 1Nl- . Converting an attack results in two parries in CIne combat round; the second parry may b taken a needed. In II is Its than 0, the hero may not make a e ond attack in mal round; this applies even iffNT-

drop below 0 afier ~our Initi rive srep due to events (such as wounds) occurring after your Initiative tep and before your second attack,

combatant armed with a quarter taff or a two-lilies and whose TP with rhe re pectivc weapon is at lea t 10 may convert actions withour incurring lhe Difficulty Increa e of 4 point. A combatant using a hidd may convert attack actions into defen ive actions without incurring the Difficult), lncrea eof t points.

Ozt lonn t Rvt.t: VR{'R.! E AnD Amsv H

Few of the barrles your hero wi!! figh.t will be orderly duds between opponents on equal footing. The vast majority will be chaotic melees in which one ide may have a distinct advanrage; far Instance, being able to choose advantageous terrain.

In a surprise Situation (for in ranee. two groups di covering each another unaware ), confu Ion reign. Before heroe c. n light, me must first shake off rhe effcc of surprise before they can roll for Initiative. This is done by ucceeding an IN Test (which may be rolled once per combat round at the beginning of the round). Far each combat round after me first. this IN Test receives a Difficulty Decrease of 1 pOInts {cumulative). The Wafcr.lft Talent and rhe Danger ense Advantage both have Important aspects regarding surprise: for each 2 points in the Talent or Gift, the LN Test receives a Difficulty Decrease 0 I point

Whcn determining Initiative, both parties usc only their Sa c Initiative Values (without rolhng 1 d6 but applying the upcrior Number optional rule if the player have opred to use it).

In ell e of an ambush (meaning that the defender docs nat detect the attacker until it's too late), each ambushing attacker gets one free attack action. Those attacked lTl this manner must succeed .It an IN Test (incurring a. Difficulty Increase oB points if mJ5SUe IVcapons are employed in the ambush) to be able to dodge or parry at all. After this initial free attack. combat begins following the

tandard rules, but the defender mu r first succeed a a second I Te t II described above to be allowed t roll for I I. The attackers, OD the other hand, arc allowed to roll for initiative Immediately 'inc they were not surpri cd. The Warcraft Talent and the Danger

en e Advantage pIa). an important role: for each 2 pomts m the Talent or Gift, the 1 Test receives a Difficulty Decrease of I point.

A hero whose weapon is sheathed is stiLi at a disadvantage once he realizes [hal he is under attack. To fight back. he must sptnd at least II Draw Weapon acnon [0 arm himself (and maybe more than one action: sec the descri pt ion of this pa rucular action).

Once the attackers have been revealed and the ambushed p3rry has time and space to react, standard combat ensues (or ends i(the ambushed party retreats or rh attackers suddenly flee). If me ambushers spring their trap too late. or arc in turn urpri cd by those rhey intended to attack, the rule for surprise apply a li ted above.

AttACK.AnO PARRY RpLLS

! n a combat rou nd, the character with the highest I r arrack first by making an attack action. Tbis means that she tric to hir the defender by tabbing or winging at him. A est again I the attacker's Attack Value (for hort, track Test or simply Attack) decides whether rhe attack i ucce sful. The attacker roll Id20;

a result equal to or lower than the AV number indicate aueee For example, a hero with AV 14 may roll no higher than 14 on 1d20.

If an attack is successful, the defender typically has a chance to deflect the blow b)' using a weapon or shield. or by dodging.

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This maneuver rs called a Parry. To parry. a hero roUs lcl20. The defender may not roll higher than her Parry Value [0 be successful.

I ran attack succeeds and: the corresponding parry fails, the arcacker has scoreda bit The defender suffers damage based on tnt weapon's hit points, modified by the defender's armor. If both attack and parry succeed, the defender has blocked the blow and suffers no damage.

After the Attack and Parry rolls have been made and any damage is resolved, the nexrcornbatanr in the Inuiarive sequence makes her attack.

Hits AnD DAD1AGE

BCl!1g hit (i .e., failing a parry against a successful attack] is usualJ}' a painful aff:1ir. The defender takes damage ~nd may even lose some or he rfighting prowess. When an attacker has stored

a hit, he rolls for damage as indicated by his weapon's hit points (HP). Usually, the roll is one or more d6 [0 which a set beaus

is added; the respective information is found in the Avenrurisn Weapoll5 Table under the column labeled, "HP." Thus, a saber (HP: ldti+ 3) causes damage or 4 to 9 Hit Points, subtracted from a character's Virali!")' Points (VP) as necessary (sec ,IDnor and EIl(:lImbrance below).

Onrtonru RyLE: mOIU DAD1A.GE DVE to HiGH StIU:HGtH (HP/St)

Wben using a weapon in melee, exceptional Strength allows you to inflict more damage than is normally possible. The relation between high Strength and addirional damage is a funcrion of

dR' weapon's type: high. Strength works bener with cutting and crushing-weapons than with piercing weapons. Thus. each weapon is assigned fWO 'values: a ,hmhold value indicating the Strength a hero needs 'to wield rhe weapon in a controlled way, and damag( increments indicating how many adrlitiona] points of~"T your hero needs to in AiC! 1 adduioaal hit point (erevca more) per strike. If

a weapon has HP/ST of 12/2 (in the case of the battle. ax), a hero must have Strength 12 co concro! the weapon, and Srrengih 14

(12 + 2) [Q .i nflicr one additiona I point of damage. A hero with ST 16 inAim 2: additional points, ST 18 results in 3 more points, and so on.

EfgaT(1 (ST 15) infiicts .1 d6 + j hit poinu with (I >word (H P

J d6 +4,HP/ST 11/4). If sh~illcr(lued her Strtllgf-il to 19 (either pemumcntly by .pefldirlg Aduentur« Poim~, or umporarily by drinking lin elixir of Strength or ru(iviflg (I Strengrh-il,,'re,uillg spell), tile would then inflict ld6 +6 HP.

On the Avenru rian Weapons Table, threshold value and damage increments are listed in the column labeled "BP/ST." Additiona!ly, some Avenrurian weapons need a minimum Strength score to be wielded effectively; combatants who do not meet this mi.nirnum ST may use these weapons only as improvised weapons (see page 114).

A RJrIOR..A no E ncv rnBAAnCE

The purpose of armor is to [educe some of the damage inflicted by an opponent's successful hiL After the hit points caused by iI successful. attack ha ve been determined, the defender's Armor Rating (ARl is subtracted from this amount. Any remaining points arc taken off the defender's Vitality as Damage Points (DP). (lfthe

result is a negative DP number due to armor, the hero simply docs not take any damage.)

Armor encumbers the person wearing it. All types of armor have a numerical value to describethe weight and bulk of wearing arrnor: Encumbra nee (Ee), This nu mbcr reflects any Difficu!ty Increase incurred by wearing thc armor.

Effective Encumbrance (EEC) is a more complex value.

It 00 m pa res the we igh t and bulk 0 f the d iff'e re n t a COlor ry pes to the various Talents that a hero might attempt. Thus, a. character wearing a padded tunic willarcain di(fen:m EEC results when attempting (0 use the Axes and Maces Talent as opposed to the Crossbows Talent.

Each piece of armor has an EC value .. and each Talent hID.

an EEC calculation, Consult the Tatem being used andinsen: the armor's EC value illto the EEe calculation. Using rhe Throwing Axes Talent (EEC '" EC~2) for a character wearing a padded tunic (EC=2), the EEC is zero (2-2). For Crossbows (EEC:=: EC-5), the EEe is-3.

The EEC then becomes a modifier [0 [he TP Value of the chosen Combat Talene, If the EEC value is (j or a negative number, the respective armor does ncr encu rnber rhe hero a! all, (l n the example above, the padded tunic does nor encumber a hero using Throwing Axes or Crossbows.]

For an EEC value of lor greater,. the EEe value is applied to the TP Value of the chosen Combat 'Ialenr by di viding the modifier evenly between [he hero's AV and PV.lf the EEC value is odd, the la rger part of the va I ue is applied to PV and the smaller to AV

A hero widdi!!ga quam:rstaff(SloIlCi Ta{~II/; EEC=EC-2) and wearing a long chain mail shi« (AR 4, BC 4) and Q hather hdmef (ARIEC + 1/+ J) has QII £nCUmhrQIIU of 5 (EC 4+ EC J =EC 5).Ha Effielille Encumbrana is 3 (5-2=3), Her AT tlms drops by I point, fwd her PA drops by 2 pOints.

Finding 11 sensible balance between protection and freedom ofrnovemenr becomes paramount when sdecting armor. Personal taste figures into armor selection, as do price and weight. The Aventu nan Armor T.1ble (p. 101) gives irnporta III values for different armor types. Some r)'peS ol'armor may be combined with others (such as a cuirass over II padded runic), thus combining tneir AR and EC, while this is dearly impossible with other types (say, two helmets), If in doubt, use common sense (or Highlord judgment, if necessary).

After selecting your armor. total all AR Values 10 lind your hero's total AN, Dutbe same for Encumbrance. Pieces of armor that have a "+ ., enny in front of rhei r AR Value do not have any protective value; they must be worn with other pieces of a rrnor lO be effective (sec below),

Due to special training, some heroes become so accustomed to wearing heavy armor that they are less encumbered by such armor 'than untrained heroes (i.e., EC is lower for such hCfOC5 than that listed in the t.abk). This Ability, called Armor Usc, may be learned (or improved) during a hero's advenruringcsrccr. Two levels arc possible: either EC-I with certain types or armor, or EC-I wit.b

all types of armor). Remember that armor is nO! the on Iy possible source of encumbrance for heroes. A heavy backpack will also hinder a hero, as well as large amounts oftreasure or grl:ar numbers of weapons.

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